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/vr/ - Retro Games

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4195437 No.4195437 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4190907

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)










>> No.4195438


300 MINUTES OF /vr/
-Speedmapping session allegedly extended to Sunday the 20th
-Rules can be found here

-We're still waiting

-2016 torrent of idgames archive is gone
-Looking into replacing or removing outdated resources in the OP, need feedback
-Looking for more unique images to start each thread with

=== NEWS ===

[8-16] Anon release; version 1 of 'Realm of Suffering'

[8-16] Lilith RC2 released

[8-15] Anon uploads a mod that replaces Pain Elementals with Cacodemons

[8-14] Juvenile Power Fantasy updated to v0.6

[8-14] 'Devil Worms' uploaded to Realm667

[8-12] /arena/ dumps QC comic about Ranger

[8-12] High Noon Drifter 1.1; adds Heretic and Chex Quest support

[8-10] New Evolution of the WAD episode

[8-4] Source port for Chasm: The Rift

=== PREVIOUS ===


=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.

>> No.4195443

post yfw 300min of /vr/ is gonna be the new QUMP

>> No.4195445


>> No.4195452
File: 78 KB, 500x264, a slow day.png [View same] [iqdb] [saucenao] [google] [report]

I must have skimmed over it. Sorry.

>> No.4195458

someone give this faggot some money it's sad seeing it at $0 https://www.patreon.com/Pillowblaster

>> No.4195460

Quit shilling, the guy's not a poster here and I'm sure that shit is linked somewhere where he is.

>> No.4195461 [DELETED] 

go away, pillowblaster

>> No.4195465
File: 756 KB, 312x312, 1468775257428.gif [View same] [iqdb] [saucenao] [google] [report]

>trying to find just the right texture to put in a spot
>realize I have so little of an artist's eye I might as well be blind

>> No.4195468 [DELETED] 

not a poster here? how new are you?

paypal me $5 and you'll never see me here again
I need to eat tonight bud

>> No.4195470 [DELETED] 

>how new are you?
Been here since before /vr/ was a board. Fuck off shill.

>> No.4195476

Take off your tinfoil hat faggot, you think it's more likely he's working for pillow or he's one of the thousands of people who enjoy his work and want to see him prosper?
If you hate the doom community so much why don't you fuck off?

>> No.4195483

>pillowblaster posts here
How exactly do you hope to back up this positive claim? Oh, wait, you don't.

Term has, Kinsie has, and a couple more less known modders have, but Pillow? I've never seen anyone even claim they're Pillowblaster.

>> No.4195490

Come on, guys. You're better than this.

>> No.4195491
File: 26 KB, 400x462, 1430955782611.jpg [View same] [iqdb] [saucenao] [google] [report]

Guess what moron? People on anonymous imageboards don't generally like patreon whoring, especially for people who aren't even part of the community you're whoring in. If you know anything about this place you'd have the good sense not to try to shill for cash here so blatantly.

>> No.4195492

What was the last GZDoom SVN to not fuck up the menu? I can't even play Legendoom + Colorful doom anymore.

>> No.4195495

>I need to eat tonight bud
Then get a job.

>> No.4195503

Geez, 0? This guy must be terrible at self-promoting, Russian Overkill is a pretty popular mod.
I didn't even KNOW he had a Patreon until now, which might be the problem - people are unlikely to donate to a Patreon they never heard about.

>> No.4195516

normally, yes, but remember that the early bits of the threads are always rife for people to shitpost in

>> No.4195518

Compare the reception just now with how it was mentioned at the end of the last thread.
Someone's having a giggle.

>> No.4195548

How do you use these?

>> No.4195573

If Pillow did I think he'd spend a lot of it getting buttmad about people screwing with his mods.

>> No.4195576
File: 1.19 MB, 1920x1080, quakespasm-sdl2 2017-08-16 23-58-03-26.png [View same] [iqdb] [saucenao] [google] [report]

I'm not 100% sure what I'm doing. Closer to about 40%, really.

>> No.4195584

Not since baitfishposting became a thing. Report and ignore is an extinct line of thinking I'm afraid.

>> No.4195586

I'm reminded of those skateboard levels in Spyro 3.

>> No.4195592
File: 30 KB, 256x264, c920df6d546b3e474705f4c02c176111d8217254.png [View same] [iqdb] [saucenao] [google] [report]

because university coming close, i'm unfortunately not going to be able to finish my submission for 300 minutes of /vr/

i'll be rooting for the rest of you all though

>> No.4195594

>Report and ignore is an extinct line of thinking I'm afraid.
Well you can't see people that aren't responding, duh.

>> No.4195629

Would you guys be down for a retro FPS stream some time? I'm thinking of going through Ultimate Doom, Doom II, Plutonia, Duke, Blood, Shadow Warrior (not necessarily in that order). Would people here be interested in that or meh?

>> No.4195634

*Also Quake, Quake II, Half Life, whatever

>> No.4195676


Sure, I like watching people play.

>> No.4195678 [DELETED] 

wow!!! you mean i could watch some stuttering faggot play old FPSes that's I've already played 100 times? where do i sign up??

>> No.4195680

there are two kinds of people

>> No.4195687
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]

That time of the month eh?

>> No.4195695

I haven't played that game in well over a decade and I don't remember those levels at all other than a tad bit of whichever one had the yellow ramp.

I hated them and knew even then they were a crappy gimmick. I also never figured out how to do tricks.

>> No.4195705

Looks more like the hanger level from THPS...2?

>> No.4195717

The direct reference is the Warehouse in the original THPS (and also in some versions of 2, and in 3, and in Underground 2), but Hangar does borrow very heavily from Warehouse's layout including the ramp roll-in and the recessed half pipe immediately on the right.

As it turns out while ramp physics in Quake are fun, actual half pipes aren't that great and so now there's lava.

>> No.4195752

It doesn't have to be 300 consecutive minutes, nor does it need to be 300 total. Surely you can spare an hour here and there?

>> No.4195778

Don't have to put that in. Don't look like nobody else's is getting in the newspost.

>> No.4195780

I personally wouldn't watch vanilla Doom as I think it's a bit overdone and boring, unless you're using a mic I suppose

>> No.4195821
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>> No.4195826
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>> No.4195829
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>> No.4195831
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>> No.4195834
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>> No.4195836
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>> No.4195837

Blood may be another 90s FPS with black comedy, but damn does it have good aesthetics

>> No.4195838
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>> No.4195840
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>> No.4195881

Why do people hate Brutal Doom?..

>> No.4195889

I think it's mostly hate towards people who say it's the best mod ever, a lot of Doomers really take offence to it being called 'the way doom was meant to be', for some reason. That and everybody says Mark is an asshole but they never say why.

>> No.4195893

>That and everybody says Mark is an asshole but they never say why.
This is a good start >>4194412

>> No.4195894

That would just about do it, yeesh. Just make your mod and keep your face shut, Mark.

>> No.4195903
File: 70 KB, 792x529, julie114_115.jpg [View same] [iqdb] [saucenao] [google] [report]

Does Heavy Metal FAKK 2 need any special tricks to get running on a modern system, or can I just grab a ISO and go?

>> No.4195904
File: 9 KB, 390x85, doomguy confirmed.png [View same] [iqdb] [saucenao] [google] [report]

Quake Champs teased Doomguy on their Twitter.
>implying anyone cares

>> No.4195907

I care, Doomguy is cool and he might be a lot of fun in QC

>> No.4195910

Me too, actually. I just said that in the spoiler because >not retro

>> No.4195921

>actually responding

>> No.4195924

was confirmed ages ago in a leak
> berserk
don't know specifics of that yet
> double jump
self explanatory

>> No.4195960

Please help a brainlet here. I'm trying to get Happy Time Circus 2 to work on the newest version of GZDoom, and I think I found the solution but I don't know how to do it.

This guy has the same problem as me

>Happy Time Circus 2 won't start on the newer builds of GZDoom. I don't know when exactly it broke, but I tried both the latest stable build (2.3.2) and latest dev build (gzdoom-x64-g2.4pre-186-g0376c8b) and it didn't work in both.

>Here's the error the launcher gives:
[code=]Script error, "circus2.wad:DECORATE" line 377: State GreenDropSpawn.8 links to a state with incompatible restrictions. Execution could not continue. 1 errors during actor postprocessing[/code]

>Don't know much about modding, just some simple stuff, so I can't comment on what is or isn't wrong with the code, but the mod used to work.

And he got a reply

>I'm not 100% sure what changes borks it up, but when I was working on my Circus2 patch for Aetherius, I think I came upon this issue and manually changed the DECORATE.

>Go to the Pain state of "GreenDropSpawn" and change "Goto See + 10" to "Goto See". I believe it's referencing an invalid state position which wasn't being treated as a crash in previous versions. :o

>Something tells me that whatever change caused this issue to crop up isn't going to be reversed though, and this is probably a modder's error. :V

Where is DECORATE and how do I edit it?

>> No.4195963

Decorate is a code file inside the .wad.
You edit it with a program that allows you to edit code, like Slade.

>> No.4195973

put them in your WAD using slade.
Use a MAPINFO lump (create a textfile in your wad called MAPINFO) to set the sky you want in each map

>> No.4195984
File: 537 KB, 500x279, 4542756.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks, got it working

according to this guy
>You got that last part absolutely right. This is a mod error after all, and not handling such an error can cause a lot more trouble than breaking a single mod.

>The error check for this situation was simply missing before, this could have crashed randomly during gameplay.

the game will crash but it never crashed for me with old versions of gzdoom, so hopefully it will stay that way.

>> No.4196017 [DELETED] 

>omg he told someone to kill himself on the internet!
>omg he said something racist!
>omg he told someone to fuck himself on youtube!
>omg he made a sexist joke!
do you even realise where you are faggot? you see that shit how many times every single day on 4chan? if that genuinely offends you you really need to get back to rebbit, and if it doesn't you're just a being a hypocritcal ass-pull to be taking the 'moral high ground' over daily internet tripe you see on 4chan 24-7. you are such a fucking tool.

>> No.4196023

What do you mean? The 300 Minutes of /vr/ submissions that get linked I just leave to the project manager.

>> No.4196034 [DELETED] 

Fucking edgy nigger, neck yourself.

>> No.4196050

>steals shit from other modders
>cries when others use the shit he stole
>literally cries and tells gaming journalists that he's the victim of racist abuse
he's a double nigger I tell you what

>> No.4196051

I just meant I didn't want no special treatment, that's all.

>> No.4196114

Isn't it a separate release to 300mins though, since it's not getting in? Or is that yet to be decided?

>> No.4196128 [DELETED] 


>> No.4196131


>> No.4196132
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>> No.4196136

Wouldn't this be to pixely for a huge monitor?

>> No.4196146

>Whole concept being trying to make Doom edgier, but ends up feeling like a DMC reboot tier fanfiction
>Gamepley wise, it's a mess, from adding features that don't mix well, while poorly executing them
>Really, REALLY, shit coding
>Aside from the fatalities, a lot of things aren't that unique and were done better in other mods
>Something something creater being a mix of YandereDev and Shadman
>Annoying fanbase and dumb praise from hack game journos
>Better mods just existing in general

>> No.4196156
File: 50 KB, 256x128, desert mountains 1.png [View same] [iqdb] [saucenao] [google] [report]

Put them in .wad with appropriate file names.
Optionally put them in .wad and use

CHANGESKY filename

To change the sky at your whim.

>> No.4196157
File: 2 KB, 36x46, ZZD2E0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4196160

That shit is up there with the screaming baby Mario from Yoshi's Island in being fucking annoying.

>> No.4196162
File: 3 KB, 63x67, CCD1A0.png [View same] [iqdb] [saucenao] [google] [report]

>Cacos stare and blink at you until you end their vegetable state of agony

>> No.4196163

That's just cruel.

>> No.4196169

Lots of BD and it's author discussion in this and last thread
What about Project Brutality?

>> No.4196170
File: 3 KB, 63x67, CCD1B0.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it actually has a second state before "fully dead", too. Fuck this mod and its torture porn crap.

>> No.4196179

What are the advantages or using zandronum/zdaemon?
They both seem to offer pretty much the same features. Both support full mouselook, right?

>> No.4196191

> zdaemon
you better not be memeing there boy

>> No.4196194

Nah, I've just never bothered playing MP and was thinking of trying it out with some friends. I literally don't know anything about MP sourceports.

>> No.4196201

Tbh senpai as much as I like BD stuff like Russian Overkill + Ketchup and Project Brutality do what BD does, but better. Brutal is just kinda cute now, there is just so much cooler shit.

>> No.4196202

Poor Meatball

>> No.4196206
File: 433 KB, 1200x800, metalon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4196212

It's insanely fun, but I don't like how far he's getting from the original gameplay. He keeps adding shit instead of refining and expanding what's already there, which was the entire original concept of Brutal Doom in the first place.

>> No.4196216

>Thats what sgt Mk IV looks like
top kek. What a muppet

>> No.4196217
File: 164 KB, 785x633, curseofthedonuts.png [View same] [iqdb] [saucenao] [google] [report]

Not sure what to do with my map now. Should I just release it separately and attempt a new 300minsof/vr/ map? It's my first map I've ever actually attempted to complete.

>> No.4196225

the donuts look like fun, would be cool to see it in 300mins vr. you can release it separately as well if you like

>> No.4196230 [DELETED] 

I look better than you fuckface

>> No.4196238

A lot of time was used up figuring out/working around stuff because the map's mechanics are so gimmicky, it doesn't end up playing very well due to lack of time and my own experience.

>> No.4196284

It was a stupid idea to make this a vanilla-only megawad considering most of us have little mapping experience overall never mind the limitations of vanilla, I say just go ahead and include it, it's only a fun little project after all

>> No.4196289

I move we tag the final project boom compatible rather than vanilla / chocolate doom

you could discount the time spent 'researching' techniques and purely count the time spent building the actual map. I sure hop you call the map 'curse of the donuts'

>> No.4196293

he's pretty pale white for a .br

>> No.4196298

there were enough maps in 200minvr that had obviously had far more than 200min spent on them. don't worry too much.

>> No.4196302 [DELETED] 

i object to boom, i say make it "limit removing". it's unfair to people who've already finished to say "oh if you are still mapping, you can use boom linedef and sector types now".

>> No.4196304

Is there a way to force an image you've done to use the doom palette AND even without the right color make it so that it approximates with the closest one instead of turning grey?

>> No.4196305

i object to boom. i say make it "limit removing". it's unfair to people who've already finished to say "oh if you are still mapping, you can use boom linedef and sector types now".

>> No.4196306

Yeah thats cool. vanilla but without having to worry about linedefs and segs

>> No.4196308


>> No.4196312

apologies for deleting post you replied to

>> No.4196316
File: 66 KB, 500x417, tumblr_n7h6vkRygI1r2inbto1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Well what do we do then? Offer people who have a submitted map 50 minutes to convert and modify their map for the Boom format?

>> No.4196319

The only one that comes to mind is marks submission, but I can't prove it. Which ones are you talking about?

>> No.4196320

I mean some images seem to already do that while others just turn gray, why is that and is there a way to make them all use the closest colors?

>> No.4196321

Also in that case do we change the name?

300 Minutes of /vr/'s Clusterfuck?

>> No.4196324
File: 1.81 MB, 176x144, 1502482058271.gif [View same] [iqdb] [saucenao] [google] [report]

>creative, organized, humble

>> No.4196325
File: 872 KB, 375x304, 1502933969116.gif [View same] [iqdb] [saucenao] [google] [report]

/doomvr's/ feed and seed

>> No.4196331

How do you make GZDoom look like ZDoom? Like, getting rid of the filtered look.

>> No.4196336

For what purpose? If you really want to change format then just go for limit removing and call it a day.
Quite a big part of 200minvr maps were "my first map" kind of submissions.

>> No.4196340
File: 488 KB, 600x624, Quack.png [View same] [iqdb] [saucenao] [google] [report]

Not much of a surprise, but it happened.

>> No.4196341
File: 311 KB, 803x688, AAAAAA1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4196346

Also another thing, how do you guys draw your doom stuff with the correct palette? Do you just have the palette by a side to make sure the colors won't be overwritten?
I feel like I'm missing something.

>> No.4196352

>how do you guys draw your doom stuff with the correct palette?
I don't at all, GZDoom lets me use .png as a format which means I'm free from the cruel constraints of a palette.

>> No.4196362

You can draw an image in GIMP and then set it to the Doom palette in indexed mode

>> No.4196370

i specifically argued for *not* switching to Boom format, you seem to have read exactly the opposite.

>> No.4196373

>it approximates with the closest one instead of turning grey?
if a source pixel turns grey, then you can be pretty sure the nearest color in the doom palette to the original *is* a shade of grey. what was the original colour you were trying to convert?

>> No.4196374

Sure, for the next project boom or limit-removing would be far better but it's unfair to change the rules of this current project so late

for this project id say just leave it as is for now for the same reason you mentioned, just keep it even grounds for any late joiners

>> No.4196392

Alright, I got it.
How do you make sure you're drawing with the doom palette from the start though?

>> No.4196408

200minsofhell, and to a greater extent 200minsoftech, both seemed rather large and elaborate for the timescale. it might have been possible to make the layouts in 200 minutes, but i doubt that time would have been enough for monster placement, gameplay testing and fixing as well. yet they was submitted basically complete and required very little in the way of fixing. (can't prove anything and don't care to try. don't want to sully the name of the author who despite apparently being a new mapper, obviously had a lot of talent, and i'm sad he never mapped again.)

also this probably doesn't count but over half the maps needed another 60+ minutes testing/tweaking after submission. some worse than that. Power Relay i probably spent 2 hours on rebuilding and testing it to use vanilla linedefs while still playing as intended, and not mix textures and flats. same for In Deep, which was thoroughly broken on submission. i had to redo the monster teleporters on wall_of_jericho almost completely otherwise they took hours to deploy fully. 200minsofgoingdown probably needed 2 hours of balance changes and test runs. and so on.

>> No.4196409

I'd like the project organiser(for lack of better term)'s opinion on it, really.

>> No.4196415

hell if i know mate! depends on the software you're using i guess.

>> No.4196419

Photoshop usually or gimp.
I just think that there must be an easier way to do this than checking everytime.

>> No.4196446

head to opengl options, texture options, turn off the filtering

>> No.4196496

Can I get a recc for a good WAD to blow off steam?

>> No.4196523


>> No.4196549

I just had a fun time with Strange Aeons

>> No.4196563

i've been running through slaughterwads with hnd's damage and defense slider set to 30

chillax is actually fun now

>> No.4196571

> hnd
Decypher please?

>> No.4196575

High Noon Drifter

>> No.4196587

/vr's 300 minuites of fumbling around with their heads cut off as local fatfurfag submits shitty maps.

>> No.4196591

aka /agdg/

>> No.4196598


>Longtime member of id software's FPS catalog AND Quake 3's original - No trailer at all.

Meanwhile in Overwatch, they do trailers for MAPS and people go hype over them.

But hey, that's nonna.

>> No.4196603

Just like other games both retro and non-retro, there have to at least be a handful of Doom fan theories. I for one sometimes theorize that the enemies in doom aren't actually from hell; they only seem so from most humans' point of of view. In actuality, they are interdimensional beings from the other side of this universe. For one, Deimos is found to have been teleported above "hell". Either the physics and metaphysics in doom work differently than irl, or its another planet in another galaxy, as how can you be in orbit above the hell of the Abrahamic faiths? Also, Doom 2's title "hell on Earth" May not be what it seems.

>> No.4196604


Go away, MatPat

>> No.4196605

something something theory

>> No.4196606

Huh, neat hint
I'll try that with Holy Hell

>> No.4196608


>> No.4196617

That's gayer than the reveal in the old novels.

>> No.4196628

I never read the old doom novels, what was the big reveal there?

>> No.4196631

>the physics and metaphysics in doom work differently than irl
this obviously.

>> No.4196632
File: 12 KB, 192x192, Animated_Machine_Gun.gif [View same] [iqdb] [saucenao] [google] [report]

You know, the Doom chaingun does feel like a proper minigun once you realize this is what a machine gun was like back then.

>> No.4196635

Anyone else played the new difficulty levels in Lilith 2? Hurts my DICK

>> No.4196637

I prefer to discuss lore and technical fluff without going too far into the crazy fan theory territory.

>> No.4196640
File: 43 KB, 192x192, Animated_Doctor_Schabbs.gif [View same] [iqdb] [saucenao] [google] [report]

And speaking of Wolfenstein, is this guy the original Baron of Hell?

>> No.4196641

I've been doing similar but with a lightly tweaked Dakka to work with Ketchup.

>> No.4196642

Indexed mode works but often the colors will be off due to the limited palette and will look like total shit if you enable dithering. A better solution sometimes is to fuck around with gradient mapping to set exactly the colors you want- there's a good tutorial on Preach's website about it:
https://tomeofpreach.wordpress.com/2013/11/27/gradient-map-conversions-1/ (part 2 is linked underneath)

The tutorial in question is for Quake, but the process should be the same for Doom, just using different palette colors. You can also set a custom palette in GIMP with all the palette colors so you don't have to constantly look at a guide or eye-dropper another image.

>> No.4196645



>> No.4196646
File: 27 KB, 512x462, rommap.png [View same] [iqdb] [saucenao] [google] [report]

Shit, dropped my image.

>> No.4196649
File: 65 KB, 512x540, gzdoom_2017-08-17_21-07-04.png [View same] [iqdb] [saucenao] [google] [report]

What the hell?
Do I just have an outdated GZDoom or what?

>> No.4196652

I'm not sure which thread is the proper one to vent about DoomRL, here or the roguelike general thread.

>> No.4196653

Yes, you do

>> No.4196654

yeah you do, but maybe thats not such a bad thing these days........

>> No.4196657


Yeah, dude, super-outdated.

>> No.4196658

why not both?

>> No.4196660

there was a spate of posts about doomRL here once or twice. but mostly it is never mentioned. it's not specifically disallowed though as far as i know.

>> No.4196661

Original poster, now that's what I'm talking about, thanks dude.

>> No.4196662

Which versions of GZDoom should be kept? Or should they all be hoarded?

>> No.4196667
File: 92 KB, 594x1003, Infernal_Sky2.jpg [View same] [iqdb] [saucenao] [google] [report]

They aren't actually demons, they're various alien species genetically engineered to look like hellspawn as a form of psychological warfare, they're used as an attacking force by a race of aliens who enslave them.

The idea is that they first observed earth during medieval times, and gauged their weaponry and offenses accordingly, a bipedal goat demon ripped with muscles and capable of shooting ball lightning would be terrifying and a force to be reckoned with then. The attack on earth is also just one of many interplanetary skirmishes between factions in a larger galactic war.

However, it's revealed in the later books that humanity evolves biologically and technologically, way faster than near every species in the galaxy, what takes us thousands of years takes others millions, when the bioengineered forces struck, we suddenly had guns, vehicles, modern military tech (and actually tech beyond ours, as it takes place in the future).
As a result, the invasion actually kind of goes tits up. It was expected that they'd just come and steamroll us all easy, but what happens is that it develops into a stalemate that lasts for years and years and years, probably over a century, where humanity rebuilds and advances, while being at war with an unspecified continent infested with 'demons', that at some point is toppled and retaken.

Overall, this isn't exactly what I would have wanted from the books, but there's enough thought put into this and the twists that I at least find it interesting.
The books aren't perfect, but they're not horrible either, at least the first one manages to get me in the mood and mindset for Doom 1, and the second one a bit for Doom 2. It drastically goes downhill after the second one though, and the authors clearly ran out of ideas and just made shit up as they went, the 4th book goes totally apeshit.

I think it can be sort of worth reading, there's a fair few neat things, but there's also quite a lot to complain about.

>> No.4196668

the ones with the most horrible bugs that embarrass Graf Zahl the most by their mere existence.

in other words i have no idea

>> No.4196670

>based on Doom
yeah, that's false advertising

>> No.4196672

Wasn't there a Doom lookup table for Photoshop or something someone made?

>> No.4196673


doom palette for gimp

>> No.4196674 [SPOILER] 
File: 66 KB, 816x561, 1502994131362.jpg [View same] [iqdb] [saucenao] [google] [report]

The first one is, it's got a lot of details there and has a lot of the themes, even some of the stuff which was left out during development.

There's even descriptions of areas and everything, even though it takes some occasional liberties.

>> No.4196676

also doomguy becomes neo and hijacks a computer by living in it

it's a strange fucking book series

>> No.4196679

yeah you're right i should have clarified i was on about the later ones.

>> No.4196681

Didn't Doom 2 RPG had a boss that was a demon made of electricity inside a computer thing?

>> No.4196682

You know, I always had the impression that the Spider Mastermind and the Arachnotrons were an alien species using supernatural demons to aid them in their invasion of Earth.

>> No.4196683
File: 14 KB, 216x334, palettegimp.png [View same] [iqdb] [saucenao] [google] [report]

No prob. Obviously that guide is just for converting existing images or using straight photo references. One thing I've found is if you're drawing with the palette to begin with, you don't really have to worry about manually blending the colors or manual dithering or anything- the palette itself usually has enough colors to automatically make things look alright as long as you start with solid colors from it, and that's with Quake's palette which is notoriously limited if you don't want something to be one of four (!) types of brownish-green.

It's also worth experimenting with GIMP's various noise filters so you don't have big flat patches of a single color- they tend to look pretty bad in-game.

Photoshop should have a function to make a palette from an image, so just find/export a bmp/png/what-have-you with all the colors of the palette (NOT the colormap!) and you're done. GIMP has a similar function but it goes full retard with the color order- the joys of free as in free beer and in freedom software, I guess- so I said screw it and had to add each color manually.

>> No.4196695

How are the Arachno's born?

>> No.4196701

Well, sort of, in that he does, but also doesn't.
The machine was intended to remove the soul from his body as an experiment, as human beings were perceived as not having souls because they were the only beings which could be really permanently killed and not have their soul found and put in the same or a new body.

Thing is, you apparently cannot remove a human's soul from his body, so Fly and Arlene have their souls duplicated into the system of this machine, inside this simulation they feel they can actually kind of manipulate it with their mind, memory, expectations and perception, and eventually will In this simulation, they also finally find the transferred soul of one of the 'Newbies' who was hooked up to the machine for the experiment. As Newbies mutate and evolve in split seconds in responses to threats, it's soul starts to evolve in response to the threat they pose to him, and in a flash of light his soul evolves out of physical existence. Apparently they do this as a sort of hivemind too, because all the Newbie infections outside of the simulation, in reality, evolved out of the physical plane too, and the infected future people are released from their infestation, the Newbies apparently ceasing to be a physical threat to humanity.

For the real Fly and Arlene, this all happened in one moment, but for the cloned souls in the computer, they are running at it's clockspeed (paraphrasing), and they do everything at the actual speed of the machine's processor. They literally refer to their cloned spirits as "those poor souls" as they are stuck in that existence. The cloned souls eventually figure out further how to manipulate the simulation further and further, and with the Newbie influence removed, they decide that since they can't make their way out, they'll just manipulate the simulation to their will and needs and spend their 'lives' in there.

As I said, the fourth book is fucking WEIRD.

>> No.4196704

Yeah, but its not a big enough to warrant a newspost. They base themselves on existing maps in spirit so they're not real maps anyway.

Also might compile them into that FAGGOT FLESH CONSUMED episode if I get that many maps done, in which case I don't want people to get spammed for each map and then the episode. Biggest obstacle to that is that I don't like other e6 maps as much as I do e4m1, e4m2, e4m3, e4m6. I think so long as I just have only a vague similarity I should be fine.

If nothing goes in the newspost then as a bonus only the people that check previous threads will get to be in the super secret FAGGOT map club, which I like.

>> No.4196714
File: 109 KB, 384x384, HLNCnWl.png [View same] [iqdb] [saucenao] [google] [report]

>Photoshop should have a function to make a palette from an image, so just find/export a bmp/png/what-have-you with all the colors of the palette (NOT the colormap!) and you're done.
Nah I found it, I was talking about this

>> No.4196715

>local fatfurfag


>> No.4196725


>> No.4196726

It's just not had any updates for ages so nobody really brings it up that much.

Also it's a bit unstable.

>> No.4196729
File: 74 KB, 1280x800, aQxjfzt.png [View same] [iqdb] [saucenao] [google] [report]

(a bunch of threads ago)
Oh hey I found it, it's called CyberShade. apparently it's a flight game now? You can still play the more Doom-like demo though (demo shown in video).

>> No.4196732


>> No.4196734

>the ones with the most horrible bugs that embarrass Graf Zahl the most by their mere existence.
He's too up his own arse to be embarrassed by them, he didn't even care about some of the more idiotic ones that have been present since 3.0.

>> No.4196739

Looks sort of like Terminal Velocity.

>> No.4196745

You may have noticed all the "Sarais here" "btw this is Sarais" "Another Sarais map here" posting going on, where dozens of maps are given hourly updates or whinged about or submitted and the author makes for damn certain we know that 1) he hates the map, it literally brings him actual physical pain and emotional trauma both to have made the map and also simply the maps continued existence 2) the map quality is very low, and terrible, and shitty, and he hates it, but he was going for a different aesthetic that would have been great and pushed the boundaries for a Doom map, but he was unexpectedly hampered by the time limit and the vanilla format constraints and, while this may come as a shock, his hundreds of sectors he wanted to put in worked against the project constraints and 3) this is Sarais, with a map from Sarais, a shitty Sarais map that Sarais hates from Sarais.

>> No.4196750
File: 1.72 MB, 320x180, 1381698590710.gif [View same] [iqdb] [saucenao] [google] [report]


I took an extra 20 minutes and decided to polish up Saturday Night Codeine according to feedback and to polish up the final rooms.
I'm aware this puts me over the time limit, so I'll leave it up to the organizer as to whether to include it or stick with the original.


- Decorated and detailed the final rooms.
- Changed music to "Progressive Rock" from "Return of the Incredible Machine".
- Fixed some stimpacks spawning in the sky.
- Added a bit more health, armor, and ammo.
- Fixed a SR40 sequence break. I'm usually all for sequence breaks, but they've gotta require a bit more effort to do than that.
- Added stairs to get back to the spawn point in case someone falls off too early.
- Widened the cave area so it's easier to run through and not as easy to get caught on geometry.
- SSG teleporter flashes a lot more obviously.

There's a small drawseg overflow in one corner, but it's an extremely tiny area and doesn't seem to actually affect anything so I haven't fixed it.
I actually like this map, in the end. It's not perfect, but it was fun to make and is fun to play through.
Thanks for hosting, organizer guy.

>> No.4196757


All this is true. Berserk is his Active Ability (obviously), and allows him to use his fists to one punch kill others. Also Quake Champs is coming to Steam via Early Access on the 22nd, with a whole slew of new shit.


Prolly old news at this point, but w/e.

>> No.4196764

Where can I find a link for Quake 2 The Reckoning / Ground Zero?

>> No.4196784

Not gonna extend the cutoff date any further than this Sunday, so you don't have to worry about that.

I'll let this slide since you didn't have a lot of experience with vanilla map making. I really should've made this a boom project, it would've been easier on everyone, but it's a little late to change that now.

Sure i'll include this version.
>Thanks for hosting, organizer guy.
No problem, thanks for mapping.

>> No.4196786

>I really should've made this a boom project
Would you be up for organizing a short Boom episode some time in the future?

Like 10 or less maps, same time limit (or none at all). Maybe call it '/vr/ Doom Apology'

>> No.4196802

Sure, no time limits next time. Might have to think of some interesting ideas for themes. I definitely want to host a spooky Halloween themed project once October rolls around.

>> No.4196809

What about a spooky Egyptian theme or something? That'd be really cool for Halloween.
Or just 'Pick a Halloween/Horror Theme you want, you have one week, Boom format'

>> No.4196812

>I definitely want to host a spooky Halloween themed project once October rolls around.
No human enemies?

>> No.4196819

>I really should've made this a boom project
Not your fault I wanted to try experimenting with the limits of vanilla.

>I'll let this slide since you didn't have a lot of experience with vanilla map making.
Oh no I meant map making in general, I've never actually gotten to the point of placing pickups and monsters in a map, I always start a little bit of layout then never get anywhere with it.

>> No.4196836

I was about to disagree and say that the Egyptian theme is overdone but the horror twist is interesting, sounds neat

>> No.4196917

Any suggestion to create a palette from scratch?

>> No.4196921



>> No.4196926

I meant a different one that still looks aesthetic.

>> No.4196929

Pick colors that look good together.

>> No.4196935

No idea, I'm a Quaker, not a Doomer, and in Quake making a new palette is something 99% of people don't bother with because then you have to generate a new colormap and then you can ONLY use textures with the new palette and colormap or else everything old will look like total shit. Or you can use a sourceport that supports loading unlimited-color external textures but that's just stupid and asking people to take photos of walls and grounds, import them, and call it "QUAKE 1.5 DORKPLACES ULTRA HD TEXTURE PACK SUPER TURBO EDITION."

>> No.4196970
File: 82 KB, 640x480, 1503002357.png [View same] [iqdb] [saucenao] [google] [report]

you didn't fix this though, did you! hah!

(spoiler alert: this kind of sprite clipping error is more or less impossible to fix in software mode, it's an inherent limitation of the renderer)

>> No.4196975

Is it just an aesthetic for doom modders?

>> No.4196983

Sup /vr/. Here's an updated copy of my submission for 300 minutes of /vr/, Syndicate


Same info as before, a short city themed map, etc. This time with Boom functions replaced and some visplane issues sorted (the upstairs hall is much simpler now, I actually think it works better). The level has been tested in Chocolate Doom not just prBoom+ this timesorry, I was rushing

>> No.4196986


Shit, I've been busted!

>> No.4196987
File: 302 KB, 1280x1024, Screenshot_Doom_20170817_164123.png [View same] [iqdb] [saucenao] [google] [report]

Here's sarais's shitty episode 2 replacement preview.

>> No.4196998

*aesthetic clash

>> No.4197005
File: 1.01 MB, 1853x958, speed mapping WIP 10.png [View same] [iqdb] [saucenao] [google] [report]

I should've put a picture with that post so it sticks out. Here you go.

Speed mapping update.

>> No.4197014

I'd be up for a no-limits Boom project

>spooky Egyptian

How about a spooky Hammer Horror / Universal monsters theme instead?

>> No.4197018

Then you'd need custom monsters though.

>> No.4197025

>Boom project
then why not finish /vr/E1 ? there were 6 maps done, it only needs 2 or 3 more.

but let's not discuss this until 300min is out the way

>> No.4197027
File: 264 KB, 1280x1024, Screenshot_Doom_20170817_164205.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197030

Recently installed Doom 64 EX and it's pretty fun, but I gotta ask.

Can I aim up and down? It feels as if my shots don't hit targets who are above me and I'm not sure why. I can't seem to aim up so I'm assuming it's the same as Doom 1 and 2?

>> No.4197032

I'll ask again since I don't know shit and this might save me from huge mistakes .
Are you supposed to use the doom palette because otherwise it would clash with the rest of the assets or because of something else?

>> No.4197045
File: 4 KB, 800x800, palette.png [View same] [iqdb] [saucenao] [google] [report]

somebody wanted a palette?

>> No.4197046

For vanilla compatibility and for renderers which don't have truecolor.

>> No.4197051

vanilla compat?

>> No.4197052

That's a lot of green.

>> No.4197057

yeah it seems the RNG was feeling green tonight

>> No.4197059

It'll be perfect for my Daikatana Doom Demake.

>> No.4197062

When you start gzdoom/zandronum you get true color though, right? I saw mods with weird colors, is that something you should avoid making then?

>> No.4197063
File: 422 KB, 1280x1024, Screenshot_Doom_20170817_171849.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197071

It's up to you, really.

Some prefer sticking within a palette because they feel it grants some consistency, personally I like being able to use whatever shades and colors I actually want.

>> No.4197073

That's actually a pretty cool room, wouldn't mind trying that out.

>> No.4197078

>demon computer with embedded monitor
that's some nice helltech. i knew your insane mapping style fit E2 best

>> No.4197084

Yeah, it kind of actually fits quite well here.

>> No.4197085

hey thanks.

I think the monitors are a little low though, should be at the same height as the Bossbrain's lava midtex would be...

I'll need to get my new glasses before I can probably continue though.

>> No.4197096

Necrodoom is pretty cool, but it really needs mech stomping sounds when you walk.

>> No.4197106

Nice, thanks. I wasn't quite sure if I had to through everything out of the window since I didn't follow palettes.

>> No.4197112

I don't know much about Xaser, what mods or stuff did he worked on?

>> No.4197114

Zen Dynamics is the one I remember most.

>> No.4197117


>> No.4197121

most recently, argent, a lightweight(compared to D4D) Doom 4 mod

>> No.4197142

Let's ask Mark if he wants to join 300mvr?

>> No.4197149

After all the stuff we've said about him and his mod?
I don't think that's a good idea.

>> No.4197150


latter one is amazing btw

>> No.4197152

A whole ton.

>> No.4197153

>implying mark still posts on /vr/

>> No.4197156

I don't think he has time.

I think he's used to that by now.

I think.

Oh yeah, we chased him off for being such a cunt all the time.

>> No.4197157

You're probably meme-ing it up right now but I genuinely wish Mark would make more maps rather than constantly spin his wheels with Brual Doom.

>> No.4197159

You're not alone in that.

I've long since stopped caring about Brutal, but if he came out with a Boom compatible episode I'd hurry to play that.

>> No.4197163

>implying I don't

>> No.4197165

you guys enjoy the hell on earth starter pack?

>> No.4197167


It won't hurt to try. Can anyone with a Twitter or Doomworld account give him a shout?

>> No.4197172

if you want a retooled freedoom map, just say it
don't have to dance around it

>> No.4197174

I haven't tried it because as I understand you need to run it with Brutal Doom, and Brutal Doom murders my framerate harder than the monsters in the game.

Well I'd welcome someone to try.

>> No.4197176

Did you play his submission to 200minVR? That shit was actually really good.

>> No.4197180

mark doesn't post on /vr/
the point of 300 minutes of /vr/ is to get a map by /vr/
it's a moot point

>> No.4197181

It won't hurt to try but there's also no point to it, given that he's not /vr/.

>> No.4197184

hey if we're accepting maps from complete unassociated randoms, i'm sure joe-ilya would love to contribute to our mappack

>> No.4197187


>> No.4197190

You wouldn't.

>> No.4197194

He was associated with the first project, makes sense to be in the sequel.

>> No.4197196

lmao what?

>> No.4197198

of the stuff i've played and can bring to mind immediately, he did the episode hubs and maps 17 and 26 in BTSX E2, and also the hitler map in D2INO. he likes circles apparently.

>> No.4197201

Heavy Metal FAKK 2 runs on the Quake 3 engine, so it should work out of the box. All you should need to do is find an iso to install it from.

>> No.4197203

okay i'll bite. which maps in 200minvr did he do?

>> No.4197204
File: 10 KB, 539x322, ss+(2017-08-17+at+06.13.18).png [View same] [iqdb] [saucenao] [google] [report]

fucking watch me

>> No.4197205


>> No.4197206


>> No.4197207

oh wait you probably meant mark not joe. your post was very unclear. learn to context. thanks.
( >>4197203 >>4197194 )

>> No.4197208



>> No.4197209
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197210
File: 5 KB, 153x223, 1369698259220.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4197214
File: 5 KB, 274x242, 1333973886176.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197216
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197217

he's banned on doomworld though so i doubt he'll see it

>> No.4197218
File: 42 KB, 800x587, 1471625561172.jpg [View same] [iqdb] [saucenao] [google] [report]

i am calling the police

>> No.4197219

Wait what? I thought he got unbanned after the server move.

>> No.4197221
File: 315 KB, 860x504, shit.png [View same] [iqdb] [saucenao] [google] [report]

Right when i was making a terrible meme, you psycho.

>> No.4197225
File: 6 KB, 200x150, awesome_cat.jpg [View same] [iqdb] [saucenao] [google] [report]

yo dawg put me in the screenshot

>> No.4197227

Are you sure you posted the right file? The one in your post still has the boom tags.


>> No.4197228

too small-time for screencap material

>> No.4197230

unless we actually get a reply

>> No.4197231

> zero point L
never gonna live it down

>> No.4197232

he got banned again after the forum software switch for saying nigger and making fun of esselfortium for being a tranny. he then moved to zdoom.org.

>> No.4197234

>Laz Rojas
lol every time

>> No.4197237

Look back at the area outside the spawn; went for continuity's sake from E1M8. Only weapon is berserk. It's a tyson map.

one of the maps is just going to be you and specter fisting.

>> No.4197240
File: 87 KB, 300x300, e27.png [View same] [iqdb] [saucenao] [google] [report]

Can't say I'm surprised

>> No.4197242


>> No.4197243
File: 559 KB, 1280x1024, Screenshot_Doom_20170817_182246.png [View same] [iqdb] [saucenao] [google] [report]

lets keep being retarded that'll go well

>> No.4197248
File: 117 KB, 1274x909, 1490948109610.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay this one got me

>> No.4197249
File: 23 KB, 921x606, picard-facepalm.jpg [View same] [iqdb] [saucenao] [google] [report]

How old is this dipfuck?

>> No.4197256


>> No.4197263
File: 193 KB, 800x600, Screenshot_Doom_20170816_231145.png [View same] [iqdb] [saucenao] [google] [report]

I'm dumb enough to not have learned video recording yet, but I figured I'd at least give a sample to how the shotgun sounds ingame, pasting the two sounds together.


It lacks the cool ricohet noises I put in, but those'll come around if I ever do video.

>> No.4197264

google him i don't feel like explaining.

>> No.4197265

He did WolfenDoom stuff back in the early 2000's.

I don't know why that's especially funny though.

>> No.4197270

If you google the name, you see stuff to do with crossdressing

>> No.4197273
File: 138 KB, 680x678, quaketowel.png [View same] [iqdb] [saucenao] [google] [report]

You're playing a very dangerous game, anon.

>> No.4197281

you could just pirate fraps and use handbrake to compress it?

>> No.4197286

or like someone else said you can use obs and set that up so the output wont be too big
there are tutorials online wont take too long to do

>> No.4197291

obs studio + webm for retards

>> No.4197297
File: 70 KB, 522x697, fucking dead.png [View same] [iqdb] [saucenao] [google] [report]



should i call it an map? mostly just polishing it now before moving onto the next.

>> No.4197302

What if there was a mod where you play as various of the different modders?

>> No.4197307

it would get banned from everywhere

>> No.4197312

>Final boss is Graf Zahl

>> No.4197314

like a newschool Community Is Falling?

>> No.4197317

>sarais as the psychotic antagonist
>"hay guise an map am i cool yet"
>"Go fuck yourself."

>> No.4197319

You mean like, each modder would be a playable character?

>> No.4197323
File: 4 KB, 176x119, holdontoyourbutts.png [View same] [iqdb] [saucenao] [google] [report]

Rolling the dice on how badly this works out.

>> No.4197325

>Kinsie reduces the framerate to 25
>Term has a placeholder for the BFG
>Cooke makes certain enemies into ponies
>Pillowblaster is the same as Trailblazer but you never get any money
>Wildweasel has every single gun's fire rate be inconsistent
>everything yholl has is made entirely in decorate
>All of Xaser's guns are 20% weaker than everyone else's but look really cool
>GMOTA_Guy isn't in but is planned to release when he's done
>DBT only works on D-Touch
I'd play it.

>> No.4197327

it would probably be very boring
injoke/e-celeb wads rarely tend to go anywhere (bruiser doom and AVGN being a big example of this)

and i know of at least two that wouldn't want to be put on a pedestal like that, so

>> No.4197328

A mod like AMC TC for Zdoom made up of the various different OCs like Blaz and hae-lin would be cool to see

>> No.4197329
File: 43 KB, 264x263, 1500653062324.png [View same] [iqdb] [saucenao] [google] [report]

>>GMOTA_Guy isn't in but is planned to release when he's done

>> No.4197330

if you want something interesting, play it with burt lamb rather than ketchup
ketchup works fine, it's when burtl gets involved that things get hilarious

>> No.4197331

i'd rather they be made into enemies so i can shoot them

>> No.4197332

> sgt shivers: sick animations and sprites, but wimpy sounds and basic functionality

>> No.4197334


>> No.4197335

>Literally reskinned doom weapons
would work

>> No.4197341
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on it, damn it.

>> No.4197350


>> No.4197351

I'll check out OBS I guess.

>> No.4197352
File: 235 KB, 1400x875, sweetjesuscowboys.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh hay it works, mostly, them mid-90s buildings are incredible.

>> No.4197358

>OBS Installer is 97mb
Not on this mobile connection, I'll be looking at this next week then.

>> No.4197363

I can actually see that working, but Fistful of Doom is one of the few maps I'd never use a gore mod on. spaghetti westerns never have huge amounts of gore in their shootouts, so seeing blood spray everywhere in such a setting just feels weird.

>> No.4197367

A shame that Fistful is only two maps long, it goes great with HND for obvious reasons.

>> No.4197369

you in a tough place at the moment dude?
anyway I'll see if I can get the size down and upload it for you.

>> No.4197375

Nah I'm just down at the 'country house', where we have no firm connection.

I'll be home sometime next week anyway, don't bother.

>> No.4197380
File: 240 KB, 1400x875, retromapcredits.jpg [View same] [iqdb] [saucenao] [google] [report]

I just felt like it because I sort of remembered it didn't do any at all and I kind of wanted to see if it would even get on with it.
Yeah that's a bit of a bummer, while it's dated as fuck (seriously it's over twenty years old now), there are some really nice touches to it.

>> No.4197387

do you want 32 or 64-bit?

>> No.4197395

Look, it's fine, I'll try to produce some video content next week.

>> No.4197402

ok so the 32bit version in .7z is 29mb https://my.mixtape.moe/kgmubv.7z if you need the zip it's 44mb

>> No.4197429
File: 7 KB, 250x206, 1498779306966s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4197431
File: 189 KB, 1462x1462, 1500525479528.jpg [View same] [iqdb] [saucenao] [google] [report]

>he got banned again after the forum software switch for saying nigger and making fun of esselfortium for being a tranny

>> No.4197440

>that mod dickriding

>> No.4197449
File: 314 KB, 1280x1024, Screenshot_Doom_20170817_195841.png [View same] [iqdb] [saucenao] [google] [report]

consider it a preview/demo for the rest of episode and where you can yell at me.

doom-doom format, gdzb. past that i don't know. tried to keep known conflicts down [scrollers, visplanes] so it should work okay.

doom.wad, e2m1


>> No.4197461

>Brutal Doom murders my framerate
Maybe you could try it with gzdoom 1-8-10. This works for me and you don't even need to fix the mod.

>> No.4197463

Could be worse, it could be riding Graf's micropenis and demanding everybody else appease him or else he might quit development forever.

>> No.4197468

>and you don't even need to fix the mod
I beg to differ.

>> No.4197475

I just meant the 0.l thing.

>> No.4197478

hahaha holy shit what a cringefest

>> No.4197484

I didn't watch Gaim, is this an actual scene?

Is there a Kamen Rider doom mod?

>> No.4197486


>> No.4197489

er, make videos NOW

(ples forgiv I have brain problems)

>> No.4197496

Yes and no in that order. Watch gaim, shit's awesome.

>> No.4197498
File: 36 KB, 560x560, dx-kamen-rider-drive-door-gun-pre-order-12[1].jpg [View same] [iqdb] [saucenao] [google] [report]

It's just too much KR for me. I started with Drive (barely missed Gaim, and the crossover movie has a major spoiler obviously) and if i wanted to watch every interesting KR, i'd probably die.

Doorgun would be fun weapon

>> No.4197504

Gaim is, IMO, the best. Seriously, it's just that good. I've watched Drive, W, 555, OOO, Hibiki, Kuuga, Kabuto, and a few others. Gaim was the best.

>> No.4197506

Going to make a map using only the very limited Wolfenstein textures and a set of four flats.

>> No.4197514
File: 528 KB, 800x599, you're next!.gif [View same] [iqdb] [saucenao] [google] [report]

It's late and I'm tired.

I might just do a set of general demonstration videos or so. We'll see how tech illiterate I am.

>> No.4197553

Let's see it!

>> No.4197558

fsr when i was a kid i heard "i don't believe it" for the SS guys

>> No.4197560

Twinkie house?

>> No.4197561


>> No.4197564

I heard "Doob bubble" for the SS alert sound and "ATTT ZORH" for the brownshirt guards.

Even after I found out what they were really saying I still couldn't unhear the latter thanks to the bad sound quality.

>> No.4197569


>> No.4197579
File: 190 KB, 800x600, Screenshot_Doom_20170818_032910.png [View same] [iqdb] [saucenao] [google] [report]

>stole some gib stuff and code from Doom Enhanced
>think I didn't break it
>I actually did
>a few times
>doing a bunch of obvious slip ups and fuckups
Gotta credit Kinsie big on some of this stuff.

Anyway the guys on sticks are pretty much done.
True to Immoral Conduct, the twitchy guys will actually beg you to kill them.
It's subtle, but if you stop and there's no action going on, you'll hear it.
(I first noticed this in game way back when I was playing Bloodstain, it was in the late hell level made out of entrails, scared the shit out of me because it was late at night and I was wearing headphones).
50/50 chance for either flavor of dead or alive stickman, they're flipped and different looking so that if you ever come up against like a row of them or a forest of them (Romanian style), it'd look a bit less copy and pasted.

Next is the marine bodies, which should be much easier and cleaner since they don't need to be shootable or do anything but lie there and maybe randomly drop something on spawning.

>> No.4197581

>those wall seams
thank fuck it doesn't just happen to me then

when did they start happening anyway? they don't happen in zandronum 3

>> No.4197585
File: 50 KB, 340x156, metadoom spider mastermind.png [View same] [iqdb] [saucenao] [google] [report]

Before these sprites, were there any other Spider Mastermind sprites that weren't that bad?

>> No.4197587

not really

>> No.4197589

Does that mean both DrPySpy and MetaDoom did some sort of milestone?

>> No.4197593

Depends on renderstyles, you can toggle it in display options.

You can choose between rendering for speed or for quality.
I render for quality because my laptop is anemic and worn, thus I get those 'space ants', like Ross calls them, but my framerate doesn't frequently drop whenever something intense happens.

>> No.4197594

Not particularly, he's a big and sprite with photorealistic lighting, a bit tough to work with.

There's some worthwhile edits though, like the flying jet one, or the one with a BFG up front and twin chainguns mounted underneath him.

>> No.4197596

The doom chaingun feels like a proper minigun with SmoothDoom. I swear it went from being one of my least favorite to one of my favorite when I started using SmoothDoom.

>> No.4197597
File: 2.10 MB, 640x480, spidermastermind_brainjiggle.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any classic Doom mods that use this spider?
I know Hunter's Moon might have done it.

>> No.4197602

I doubt HM will have that.

Because the feet aren't attractive enough.

>> No.4197604

Mark vs Graf

>> No.4197607
File: 68 KB, 244x312, cacochuckle.gif [View same] [iqdb] [saucenao] [google] [report]

>look at some old EDGE project thread
>someone mentions how it's cool but they wish it was for GZDoom
>EDGE dev shows up and is cranky that he said that

>> No.4197626
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4197647

American McGee is playing thru Doom 2 right now on his YT channel, for those interested.

I don't think he's archiving it so you better hop up right now I guess

>> No.4197651

I tried to shoot Yholl the other day but got boned to death.

>> No.4197653

Wrong answer.

Correct answer.

>> No.4197663

Is there any mod that gives the Doom chaingun a spinning animation similar to the one from the Quake 3 machine gun? It would look so much better.

>> No.4197667

really cool form mcgee to do this. though I expected him to talk more about games than movies

>that OH SHIT when the revenants appear


>> No.4197670

It would probably be really easy to do.

>> No.4197674
File: 2.92 MB, 960x540, o fuk [Babel+D2INO MAP05].webm [View same] [iqdb] [saucenao] [google] [report]

Still wurkin on optimizations and small tweaks but it's going a bit slower than I'd like due to lack of free time.

>> No.4197676

what's the point of EDGE anyway? is it zdoom for hipsters or something

>> No.4197679

Before the modern era of total ZDomination there were a lot more ports. EDGE has its own modding language thing but it kinda died a bit when DECORATE came out.

>> No.4197680

That's a supremely satisfying punch and splatter.

It came out and had advanced features back when ZDoom still only had basic DeHacked.

>> No.4197683

You mean like the Project Brutality minigun?

>> No.4197692

No, nothing that extreme. Just a spinning animation that doesn't reset itself over and over again if you decide to chaingun tap.

>> No.4197695
File: 2.94 MB, 960x540, surprise motherfucker [Babel+D2INO MAP05].webm [View same] [iqdb] [saucenao] [google] [report]

I also did this level with the PSMG and tried to use it when possible.
>That's a supremely satisfying punch and splatter
It's even better with sound.

>> No.4197698

Oh boy.

>> No.4197704

What gameplay mod is this?

>> No.4197705

Project Babel is still alive?

>> No.4197708

Babel, my mod. There are some older versions' links archived on warosu, not sure if they work though.
Yeah, sorry about the delay but I got a job and at literally the same time some serious shit went down IRL for me so I kinda needed the break.

>> No.4197718
File: 21 KB, 306x306, 1478851297168.jpg [View same] [iqdb] [saucenao] [google] [report]

It's fine, pal. Hope you're doing better now. What's coming in these updates?

>> No.4197719

>tried to keep known conflicts down [scrollers, visplanes] so it should work okay.
Just checked and not a single visplane overflow. Quite impressive really.

>> No.4197725
File: 2.94 MB, 960x540, bad caco [Babel+D2INO MAP05].webm [View same] [iqdb] [saucenao] [google] [report]

Well I put the Plasma SMG in as a start option, there's a bunch of minor changes and balancing, more eye-candy type stuff, and I'm hoping to optimize it a bit more so it doesn't lag as horribly when there's a trillion monsters onscreeen but don't hold me to that one, it may just be my AMD video card.

As part of the balancing I played through Final Doom (both iwads) with the mod to ensure that it doesn't get completely impossible, and made changes along the way. I'm still possibly going to change the Pain Elemental a bit because I feel like I can make its role of "Summoner/Overwhelmer" work better, but that's lower on my list than adding more and more polish.

>> No.4197729 [DELETED] 
File: 2.82 MB, 720x480, 1500356655721.webm [View same] [iqdb] [saucenao] [google] [report]

Guys... I got Basilisk II working...

>> No.4197735
File: 2.78 MB, 1280x720, VID_20170817_215436.webm [View same] [iqdb] [saucenao] [google] [report]

Guys... I got Basilisk II working...
And it's not a porn WEBM, I sware.

>> No.4197736

Did you mean to post that?

>> No.4197739
File: 2.90 MB, 480x270, cacocaust [Babel+D2INO MAP05].webm [View same] [iqdb] [saucenao] [google] [report]

>webm for ants incoming, also i noticed that the bullet trails look way worse at 30FPS
I'm sure there's also a ton more stuff different that I'd find out if I went back to v3 and messed with it, but I'm a dumbass and didn't actually record everything since it's not a "finished" mod. In hindsight I should've just source controlled it from the start.

>> No.4197740

Is what I meant to post. Sorry.

>> No.4197742

>it's not a porn webm
So why is it french girls getting penetrated?

>> No.4197745

What are you on about?

>> No.4197754

>gets to the last room in Tricks and Traps
>fails to the descending pillars
>hasn't quicksaved at all
>goes "fuck you Sandy"
I lel'd

Is also interesting hearing him talk about the different styles of mapping each of them used.

>> No.4197756

Good goin senpai

>> No.4197757

Yeah, I should probably manage my webms better. I don't do this often. Please refresh.

>> No.4197761
File: 2.91 MB, 480x270, my sides [Babel+D2INO MAP05].webm [View same] [iqdb] [saucenao] [google] [report]

Here's the last good one from this map, the author really had a boner for hiding enemies around corners.

>> No.4197764

>frogs getting stabbed
Use your noggin.

>> No.4197765


>> No.4197768
File: 48 KB, 340x445, great.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4197773

Thanks for the (You)s.

>> No.4197776

If you want more, posting roll charts is easy mode.

>> No.4197781

I'm having trouble recording Basilisk II, Xbox is shitting the bed, are there any good recording programs for free?

>> No.4197786
File: 2.99 MB, 960x540, slowmo.webm [View same] [iqdb] [saucenao] [google] [report]

Try using OBS.

>> No.4197790


had to fiddle with geometry a bunch to do it. lemme know how it plays docteur:

map themes/ideas:

e2m1: given, placed, preview for others
e2m2: agonizing specter labrynth

rest is unknown, but possible ideas:

"the place of all the hexagons"- holy shit its skies, red walls and hexagons.

marble map with much skies


haemoduct computers.

that map where you're chased by a baron

japaneese anime (aka tentacle everywhere)


>> No.4197796

Is curve draw tool allowed for vanilla? I wanna know.

>> No.4197803

Done in exactly 300 minutes:


Name: Blood Fued
Author: Permuband

Hopefully killed all visplane overflows through aggressive un-detailing.

>> No.4197813

Amusingly I had to add more detail to get mine fixed.

>> No.4197815

His second last topic was about how you couldn't disagree with the game jornos' hot opinions because you'd end up blacklisted

I though that shit only affected indie devs, not someone of McGee's caliber

>> No.4197819

you would be surprised

>> No.4197823


Dude, the internet discourse machine is fucking terrifying.

>> No.4197826

McGee's sister has probably been murdered because he expressed unpopular opinions on the internet.
Game journalists have all been dead silent on it. Even police refused to get involved initially because of unpopular opinions, he had to hire a fucking private detective.

>> No.4197827 [DELETED] 


>> No.4197828

He got a lot of shit, from people in the industry and some threats against one of his sisters, who went missing and still seems to have not turned up.

Similarly Doug TenNapel (Earthworm Jim + The Neverhood creator) has had shit from the same lot, even hit pieces written about him.

There's also Brad Wardell, who is the CEO of Stardock who has had flat out lies written about him by Kotaku that google bump up to the top of search results for his name/company, above more popular stuff.

There's quite a lot of really suspect shit, bullying devs and blacklisting going on in the vidya industry this way.

>> No.4197829

More terrifying than Lulu's wrath?

>> No.4197830

LOL was that first one that 3d /ss/ thing? i think i've seen that

>> No.4197831 [DELETED] 

reminder: it's okay when 4chan does it tho!

>> No.4197832 [DELETED] 

That's what happens when we don;t have a VGQA board

>> No.4197834 [DELETED] 

what the fuck are you talking about

>> No.4197835 [DELETED] 


Is there something you'd like to actually say, or are you just trying to stir shit?

>> No.4197838 [DELETED] 

Don't trust the establishment, don't trust the media.

>> No.4197839 [DELETED] 

That webm. He's saying it's okay when 4chan goes down on you.

>> No.4197842 [DELETED] 

Because the enemy is literally the only thing capable of spreading lies.

Just joking about the similarities of the quality of discourse (or lack thereof) between 4chan and other sites.

>> No.4197845 [DELETED] 

>Because the enemy is literally the only thing capable of spreading lies.
what does this have to do with mcgee's sister going missing, presumed dead, and people not getting involved because of Internet Opinions

>> No.4197846 [DELETED] 

what exactly were these unpopular opinions

>> No.4197847 [DELETED] 

This really isn't the thread for your pseudo-/pol/ ramblings.

>> No.4197848 [DELETED] 


What webm?

>> No.4197850 [DELETED] 

There's kind of a fucking substantial difference between some jerkoffs on a Cambodian Genocide Tribunal talking shit and journalists and giant media megacorps writing elaborate smear pieces to turn public opinion against anyone who dares oppose the narrative of the powers that be.

>> No.4197852 [DELETED] 

because it seems farfetched as shit that someone's sister went missing and the police wouldn't help because he said something on the internet.

Yeah, no need for garbage like this on this board.


>> No.4197853 [DELETED] 

>because it seems farfetched as shit that someone's sister went missing and the police wouldn't help because he said something on the internet.
This is literally what McGee said.

>> No.4197857 [DELETED] 


Go back to Doomworld.

>> No.4197858 [DELETED] 


>> No.4197859 [DELETED] 


>> No.4197860 [DELETED] 

not him but uh mcgee probably could've just made a false correlation. it really does sound like a stretch

>> No.4197862 [DELETED] 

So the police refusing to investigate a missing person, presumed dead, is just common occurrence around those parts?

>> No.4197864

It does have it.

>Autism 2015

The mod doesn't have this shit so frequently anymore, derp.

>> No.4197865 [DELETED] 

The American justice system is beyond parody, it's almost certainly happened.

>> No.4197867 [DELETED] 

..it's not unheard of. don't see how it's relevant to gamergate shit unless we're gonna go full infowars mental gymnastics

>> No.4197868

i like how in this discussion you can pretty clearly see people's stance on a Certain Completely Unrelated Issue and McGee's sister is for some reason just an extension of that

it's a real goddamn human life in real life, you idiots, you can complain on twitter about your political bullshit and still go "man what happened to McGee is fucked up"

>> No.4197870 [DELETED] 

I'm not denying that it's imperfect, but usually a token effort is put forth, at the very least.

This wasn't in Detroit or Cleveland.

>> No.4197873 [DELETED] 

i like how game journalists controlling all of society is more believable than the cops just fucking up

>> No.4197875 [DELETED] 

I remember seeing a furry wad a while ago that was looking promising
i dont remember the name and wanna see the progress, do you guys know? it wasn't sexual or anything, just obviously made by a furry

>> No.4197876 [DELETED] 

The people who try to dismiss what happened to McGee based upon irrelevant bullshit are the worst, and the virtue signalling is even worse. A human life doesn't become expendable just because you don't agree with their politics.

>> No.4197880 [DELETED] 

Never underestimate the mental retardation of the /pol/ death cult.

Of course it does when YOU don't agree with it. See: Charlottesville.

>> No.4197883 [DELETED] 

speaking of virtue signaling lol

no one's dismissing what happened to mcgee, just the obtuse correlation

>> No.4197887

The very specific threats to his sister were posted at his facebook page after he came out in support of vidya journalism being made to not be shit, by some account that was implying it was about it.

It's also a matter of public record that the woman in charge of the police wherever it was, was being obstructive.

Still this doesn't really have enough to do with retro FPSes to keep this shit going.

>> No.4197892 [DELETED] 
File: 16 KB, 255x252, 1411842965530.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4197893
File: 2.77 MB, 480x360, 2017-08-17 22-59-29.webm [View same] [iqdb] [saucenao] [google] [report]

Got a recording of me blasting through some Headless. Unfortunately, neither Microsoft nor Nvidia have faith in 8-bit color, so everything except the Marathon games will be grayscale.

>> No.4197896

Now I want to see if I can get Ken's Labyrinth to run.

>> No.4197897

Yooooo I haven't seen any Pathways stuff before, this is cool.

>> No.4197905 [DELETED] 

>McGee's sister has probably been murdered because he expressed unpopular opinions on the internet.
lmao ok you keep telling yourself that, culture warrior

>> No.4197908 [DELETED] 
File: 1.57 MB, 1052x1940, Gamergate Kills and Rapes American McGee's sister (The joke is that it wasn't them but somebody else).png [View same] [iqdb] [saucenao] [google] [report]

Yeah, sjws killed his sister because he said they were full of shit.

The blacklisting thing is true. I used to be a gaming journalist. There was an industry-wide "purge" in the late 2000s through early 2010s where if you weren't a sjw you were fired and blacklisted. I've spoken to TV journalists who said the same thing was happening in TV journalism at the same time. I explicitly had a former ESPN employee tell me that this happened at ESPN which is why ESPN is just sjw propaganda now and doesn't even talk about sports.

>> No.4197910

You know, I'm kinda angry that peple can't keep their hot opinions in check and risk me getting banned for making an observation about something that I didn't expect.

I mean, mcGee may not be making vidya anymore but he's still an industry legend. I'm surprised that he'd be actually wary of something that looks quite frankly small time.

The problem is that it's very possible that the almost certainly untreated insane person threathening McGee over his low key support actually acted on his threats.

You don't just run away on the age of information without being found some months later or dropping a message about leaving.

>> No.4197912

Reminder not to respond and everything will work out.
Unless there's a machine gunner far off in the distance.

>> No.4197913 [DELETED] 

Forgot a few, just so you know.

Nice one anon. I've been pondering trying this game for awhile but I haven't had the best of luck with the Classic Mac emus.

>> No.4197914 [DELETED] 

jannies deleted my light questioning but left the other loaded posts up. i guess if my sister gets killed, i'll blame you guys

>> No.4197916

I can give you a packaged version of my Basilisk II, it would save you the trouble of ROMs, 68ks, Upgrading to 7.5.5, and installing Stuffit. Do you have email?

>> No.4197918

Do you mind if I use a throwaway?

>> No.4197920

Would it be wrong for me to post abandonware in the thread?

>> No.4197921

>mcGee may not be making vidya anymore
He said on that stream that he's still in talks with EA about an Alice game.

He also indicated he'd have a go with GZDoomBuilder.

>> No.4197925

don't see why not, we have the links to the iwad and everything in the op

>> No.4197926

The OP outright links to the IWADs even though id/Zenimax are still selling them and I haven't seen a single complaint from TPTB.

>> No.4197929

Don't give up guys, I'm compiling the files with a README unto Google Drive. I'll post a link soon.

>> No.4197932

Quick guys, I downloaded the Doom quick start, Give me a mapset/map, a gameplay mod or anything else that i can playthrough

>> No.4197935
File: 96 KB, 663x731, excited glaceon.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks m80!

>> No.4197936

Brutal Doom

>> No.4197938
File: 23 KB, 720x316, your autism lvl has increased.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't Zanieon posted something here about him being playable in HM?

>> No.4197939 [DELETED] 

>something that looks quite frankly small time

you're an idiot and self delusional

it's not "small time" when they take over an entire industry and kill people's sisters for disagreeing with them

>> No.4197940

I played a bit of a slaughterwad on my nvidia, no lag. Is there an option to make the bullet weapons use hitscan again?

>> No.4197941

like fractal doom?

>> No.4197942

They're still hitscan, those are just tracers. There's a bunch of types or you can turn them off.

>> No.4197946


Have at it folks. If it doesn't work, read the damn README. Frog Blast the Vent Core!

>> No.4197949 [DELETED] 

or the police just fucked up and the murder was incidental

i really just don't understand the leap. you guys gaslight essjays for getting thousands of death threats because "its just the internet lol" but /yourguy/ gets ONE and everyone's supposed to shit themselves and put on their tinfoil hats. really activates my almonds

>> No.4197957

If anyone figures out how to get Marathon running in Thousands color or PiD in 8-bit color, let me know.

>> No.4197958
File: 213 KB, 1380x863, moardakka.jpg [View same] [iqdb] [saucenao] [google] [report]

Had a go at your beta3, in some ways it reminds me of how Dakka handles.

This is not a bad thing.

>> No.4197961 [DELETED] 

>you guys gaslight essjays
found the expat

>> No.4197963

Refresh and R&I the remaining posts.

Thank you so much, man!

>> No.4197968

Glad you liked it, I've tried to give each of the weapons a good role, at the very least in the latest version there's a very good defined balance between alpha, DPS, accuracy, and ammo capacity/damage capacity between the hitscans, then the projectile weapons kinda do their own thing. Hopefully every weapon feels good to use as I intended. I'm gonna be tweaking the Pulse Rifle tomorrow since I haven't yet finished up the BFG/PR balance.

>> No.4197971

Tell me how Pathways Runs. Also, don't use my save.

>> No.4198010
File: 200 KB, 1280x1024, Screenshot_Doom_20170818_013105.png [View same] [iqdb] [saucenao] [google] [report]


a look at the specter labrynth
surprise, it's a death exit fucking dark

>> No.4198017

Ancient Aliens

>> No.4198023

I really want to just steal a car and drive away from my life. Just run away from it all. Just fucking leave. Play doom on my laptop and download mods on coffee shop wifi until I accidentally OD on caffeine and my heart stops.

>> No.4198024

Does anybody have a download link for dump 3? The links on the zdoom forums no longer work.

>> No.4198025

that does count as "not making vidya anymore" desu

>> No.4198034 [DELETED] 

I found a thread on reddit with the most recent trailer for the new Brutal Doom update, somebody calls out SgtMarkIV for his bullshit in the comments, and then I'm pretty sure fucking Mark replied trying to pretend to not be somebody else, even call him "jelly", fucking pathetic

>> No.4198036

Dump 3 was released?

>> No.4198037

Anyone else think that, despite Doom's simple AI, something about it, the interaction between different monsters that it creates, and the monster alert code and door opening ability, etc. makes it hold up extremely well to this day? When I play Doom, I know intellectually that I'm probably dealing with creatures that are driven by just a few lines of code, yet something about the overall effect is very impressive and gives a sense of battle against creatures with at least animal-level intelligence better than the AI in many later shooters.

>> No.4198039

Apparently. The links for it on zdoom lead to pages saying the file is missing/removed.

>> No.4198040

Absolutely. Doom's simplistic AI is excellent for a multitude of reasons and I still prefer it over most modern AI I've seen for a lot of other vidya

>> No.4198046


I've reuploaded the Google Drive mirror.
Please try again!

>> No.4198051

It's working, thanks mang!

>> No.4198054

>300 MINUTES OF /vr/

toomb minor update:
Realized there were like 3 textures missing from when raised an area trying to fix seg overflows. Fixed it. Looking forward to playing all these maps!


Also will players be forced to pistol start and given 100 health at the start of each map?

>> No.4198058

because AI for shooters was deemed unnecessary

FPSs today are either situationally designed for cinematic effect or multiplayer placeholders meant to be so bad they barely affect gameplay

the highest we got in AI technologies was around 2005 with stuff like battlefield likes, Crysis, (don't quote me on this one) Halo and finally F.E.A.R. who made an interesting alternative AI system. We could argue ealier arena shooter AI was even better but I wouldn't be my money on it.

The difference and change in enviroments from map to map was ultimately what killed AI - if it changes too much most AIs will derp, and cinematics depend heavily on good looks. Very special mention goes to the "director" AI system where game difficulty changes minimally as you do better or worse in the game.

>> No.4198059

scratch. saving the death exit for secret exit

>> No.4198070

>designed for cinematic effect
The way I see it, if I wanted to watch a movie, I'd watch a movie. One of the best things about a good game is behavior that no-one deliberately built into it, but emerges spontaneously from its various components.
But I guess the market disagrees.

>> No.4198074

the simplicity leads to unpredictability. i constantly see monsters have these weird, inadvertent strokes of genius just because i really have no way of knowing exactly where theyre going to go or when theyre going to attack

>> No.4198082

Absolutely. Doom's AI keeps surprising me, somehow. And the simple graphics allow for huge numbers of enemies, which leads to interesting flock behavior and complex infighting.

>> No.4198083

What I think rounds out Doom's relatively primitive AI (which already works fairly well) is its larger monster variety.

AI systems seem to be an interesting point of contention in modern games. I keep hearing that efforts to make smart AI are met with playtesters being frustrated about being flanked and resorting to cheesing by forcing enemies down a single corridor.

>> No.4198086

Doom AI has place for random behaviour that is complicated by the fact that monsters can engage with each other just as well as they do with the player.

This creates an illusion of complexity, while AI itself is fairly simple.

Later FPS attempt to scriptify AI more, preparing it for different scenarios, but also ridding it of the randomness and making it more predictable. Many of them also remove monster<->monster interactivity which makes AI look much dumber than it is.

FEAR is a good example of pretty simple AI that appears smart because whatever scripted decisions they do, they articulate in form of radio chatter, which gives player an illusion of an unscripted enemy<->enemy interaction.

Modern AI absolutely HAVE to scriptify loads ofpossible scenarios due to greater ammount of potential actions AI could take. The problem is such ammount of scenarious eventually makes AI blunder and applythe wrong pattern to the current scenario, which makes it look dumb.

In Doom, ammount of scenarios is limited, and thus the possibilities of such blunder minimised, and what is left there (lack of shot prediction) is made into a feature inform of infighting.

>> No.4198087

I've remade my Basilisk II folder and now all you have to do is drop it inside C:\Program Files (x86)\ and it just works! Manual for PiD is in the folder:


>> No.4198093

>The way I see it, if I wanted to watch a movie, I'd watch a movie.

I forget we are in the rose tinted glasses board.

Cinematic / immersive games are different from movies. In movies you come for particular characters or stories. Cinematic games have roleplay elements on top of the stories and allows the player to play the story how he thinks is the best way instead of always ending up predicting how the action movie is gonna go. They are different things. it's hard to describe really, but there's a reason cinematic games took off and dominate the market. c i n e m a t i c FPSs were just the pioneers (we'd argue warcraft and starcraft also had a hand in the INMERSIVE EPEEC niche) and most A list games are cinematic or e-sports nowadays.

Hell, the indie explosion was basically a market response to A list games losing variety and becoming either cinematic experiences or multiplayer centric games deprecating basically everything else.

it really depends on what the game is about

you are not gonna add realistic guns and injuries in a you vs 100 enemies shoot 'em all. In the same vein you are not gonna add intelligent AI behaviour that makes it obvious that you vs 100 enemies is an impossible tactical situation.

You can't have AI be as smart as you unless you are specifically designing something akin to counter strike or an actual tactics and/or stategy game. It's a different niche

this guy explains is great. though i'm not sure how much random behaviour doom ai has. I know monsters like the pinkie have increased zig zag movement to evade at close range

>> No.4198094

e2m5 will be: vanilla voodoo fuckery with rockets

>> No.4198113
File: 3 KB, 406x305, screaming is against the rules.png [View same] [iqdb] [saucenao] [google] [report]

>Deleted the original zip
>new one doesn't have the bungie games

>> No.4198129

I could have sworn the idea i was told was full paid version would also include all the customization shit so you can skip the loot bullshit

>> No.4198139
File: 16 KB, 320x200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

Map name: "Curse of the Donuts" (to appease that one Anon)
Author: Turret49
Music: Water World - Donkey Kong Country 3 (midi by Jay Reichard)
DL: https://www.mediafire.com/file/dawgouydtma3m19/donutcurse300vr.wad

Well here it is, extremely unfinished, not well tested, and just enough objects in it to be playable. Haven't touched anything else as the time had already run out.
The idea I was going for (non-linear map with a water lowering gimmick) was wayyy too ambitious for a speedmapping project like this one, but it was the main motivation to make a map in the first place, so hey.
If I had a lot more time I'd work on the monster placement more and finish the texturing.

>> No.4198145

amazing anon, I look forward to playing it
If only there was a donut box sprite....

>> No.4198149

they'll probably release that as its own separate thing

but the main deal was every character from the game, always has been

also, it's weird to see a quake 2 gun with an actual muzzleflash

>> No.4198150

>not sunibee.wad

>> No.4198153

Just updated the file as I accidentally flagged some actors to not spawn on hard difficulty, so you might want to redownload.

>> No.4198154

Wait, was the first one fine?
RN I'm trying to get color working on PiD. Once I get that figured out, v3 will have All marathons, all myths, Bolo, Abuse, Gnop, Minotaur, PiD, Forge, Anvil, Pro Tools and Quicktime. It will be the perfect summation of Classic Macintosh. I had color working once, as you will see in my next post.

In the mean time, go to trilogyrelease.bungie.org and google "Pathways Into Emulators". That should find the .sit files.

>> No.4198156

shut yo fukin mouf

>> No.4198159
File: 2.76 MB, 1280x960, 2017-08-18 02-10-27.webm [View same] [iqdb] [saucenao] [google] [report]

I had color working ONCE, Basilisk II is such a pain in the ass.

>> No.4198164

Yeah, uh, how does the new one not have the Bungie games? They should be on the Virtual HD

>> No.4198168

what is the sciences.

>> No.4198169
File: 38 KB, 215x259, for fucks sake.png [View same] [iqdb] [saucenao] [google] [report]

Oh FUCK, I wasn't paying attention. Started up the emu and now I see them. Sorry for the alarm.

Best of luck on getting color to work man!

>> No.4198175

I'm going to wait until the project is finished and then play all the maps together

>> No.4198179

Finicky stuff

>> No.4198182


Here's how to turn on color:
Go to the install disk on the Guest OS
Go to System Folder
Go to Control Panels
There should a control panel called Monitor
Switch from Grays to Color

>> No.4198191

Those were actually just the install files. I cleaned up the download considerably. The whole idea is that no one should have to go through what I did just to play PiD. I'm including Quicktime so that the music in Marathon will play.

>> No.4198193

Thank you.

>> No.4198229
File: 2.02 MB, 1280x720, 1502987666739.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4198231
File: 2.13 MB, 800x450, 1502992684461.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4198234
File: 869 KB, 800x450, 1503004405402.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4198235
File: 514 KB, 480x360, 1503005081804.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4198240
File: 161 KB, 759x1053, hexen___daedolon_the_mage_by_xeriushimself-d63ddsm.jpg [View same] [iqdb] [saucenao] [google] [report]

would there be any interest in a Hexen Upstart Mapping Project?
you kids wanna HUMP?

Could be a fun way to learn about ACS, polyobjects and making breakable windows.

>> No.4198241
File: 32 KB, 742x512, 1503043884.png [View same] [iqdb] [saucenao] [google] [report]

he's a lil twat, but this post was hysterical

>Mark vs Graf
fucking liar, there's no graf in that thread. still,
>If the game is running at seconds per frame while the rest of the system is still perfectly capable of using the idle power to run Witcher 3 in the background, I think there might be something wrong there
is lol, if true.

>> No.4198243

he's right, you know

>> No.4198248

Does a MS-DOS or 95 version of doom ever slow down the music when the game slows down?

>> No.4198262

Might be cool. But i think given the nature of Hexen, the project manager should plan the rough structure of the levels ahead, or at least have a plan.

>> No.4198263

i'd much rather a heretic, t b h

>> No.4198268
File: 670 KB, 1432x764, rick_taylor_and_doom_guy_by_ishida1694-d80jqhu.png [View same] [iqdb] [saucenao] [google] [report]

Who wins in a fight? Doomguy or Rick from Splatterhouse?

>> No.4198270


Damn all those mapping projects sound like fun but I already have my hands full with zombies TC remake. Hit me up in a year or two. I'd love to see more shit for hexen & heretic. Love the aesthetics.

>> No.4198275

>"the place of all the hexagons"- holy shit its skies, red walls and hexagons.
this can work, see e.g. speed of doom map24, sunder map15

>marble map with much skies
>haemoduct computers.
these all have potential too

>that map where you're chased by a baron
not much of a chase when you can run 2x as fast. i suppose you'd need a narrow labyrinth with several of the monsters and no automap, but then how is that the same as dark-tunnels-with-spectres? neither sounds like it would play very entertainingly though, at least not to my tastes.

>japaneese anime (aka tentacle everywhere)
heh i guess this means the carpet demon again

anyway yeah all these ideas could work as themes, as long as they aren't annoying to play, that's the important thing for me anyway

>> No.4198279

did you mean "feud" or is the title spelled that way intentionally?


>> No.4198285

hmm could be cool. Like do a hub or something. Each mapper has a key or a switch they have as the goal of their map.

I haven't mapped for heretic at all, but it might be cool for a change. It would be much simpler to put together than a Hexen hub

>> No.4198289

I'm more concerned where Doomguy's neck went

>> No.4198290

>Also will players be forced to pistol start and given 100 health at the start of each map?
you can't force this in vanilla without adding a death exit construction to every map.

however as a "community chest"-style wad, players will be aware it wasn't made as a single continuous mission and they should be pistol starting every map anyway.

>> No.4198328

update: he has arrived and made a predictably condescending response. more as it develops.

>> No.4198337

Here it is, version 3.0, I'd like to thank the Doom thread for putting up with us, so this version includes Ultimate Doom and Doom 2 for Mac. Try putting your wad on these versions.


>> No.4198367

Doomguy could probably win it with just his guns and speed

Rick is pretty fragile despite all of his power, at least compared to Doomguy anyways

>> No.4198368

Depends on which Rick we're talking here. Splatterhouse 3 Rick got some massive buffs and was a beast in melee.

>> No.4198380

Why does my custom texture have a white border in a rectangular shape more or less?

>> No.4198381

If we put all the best modders in an arena and put them in a battle to the death, who would come out victorious?

>> No.4198391

>that map where you're chased by a baron
>i suppose you'd need a narrow labyrinth with several of the monsters and no automap

this is the primary feature of a super secret map E1M9 in Death Tormention II. sadly is not as effective as it could be, because both the tunnels are wide enough to pass the monsters, and also Pcorf didn't mark the automap as invisible. but frankly i am glad he didn't because invisible automaps are probably my most hated level feature.


>> No.4198394

it would be a draw after Russian Overkill guy nukes the whole arena.

>> No.4198396

the patch is smaller than the total size of the texture?

>> No.4198397
File: 1 KB, 100x101, pussydestroyer.png [View same] [iqdb] [saucenao] [google] [report]

This guy

>> No.4198401

should this be in the newspost? >>4195438

>> No.4198407

NVM I was being retarded and didn't update it correctly.

>> No.4198439
File: 588 KB, 1143x1600, 1498696348473.jpg [View same] [iqdb] [saucenao] [google] [report]

>>If the game is running at seconds per frame while the rest of the system is still perfectly capable of using the idle power to run Witcher 3 in the background, I think there might be something wrong there
I actually think Mark is entirely right here, which makes the flustered people arguing against him even funnier.

>> No.4198459

doom's gameplay simulation is inherently single-threaded. it modifies its own state constantly, instead of working more transactionally (reading the existing state, and modifying a copy, then swapping them), as would be required to make it thread-safe.

you could parallelize it, but you'd basically have to rewrite the lot, it would probably take 6 months to a year for a single non-carmack-genius-level person to do it, and of course demo compatibility would go out of the window. so it's never going to happen in a traditional port.. but it's not really needed there as the traditional ports are fast enough.

it might be possible for an advanced one that doesn't care about backward compatibility to go that way, but as i say it would be a huge project, probably take even longer as all the new features that don't exist in traditional ports need to be redone and tested too, so probably not really worth it aside from supporting a few huge population-count maps, like nuts.wad, probably it is felt that there are better things to work on than supporting a wad that is, despite its historical notability, still essentially a jokewad.

so mark isn't exactly "wrong", but on the other hand, he likely doesn't really understand how much highly complex technically challenging work he is asking other people to do for free.

>> No.4198462

But mark spent 9 years on Brutal Doom

>> No.4198468

Speaking of Brazilians, has anyone ever made a Favela in Doom?

A shitty-ass mishmashed urban ghetto that you'd fill to the brim with low level monsters.

>> No.4198469
File: 110 KB, 1984x1708, 1502200351136.png [View same] [iqdb] [saucenao] [google] [report]

You could even borrow some assets from moonman doom.

>> No.4198473 [DELETED] 
File: 376 KB, 3068x1758, Dusk.jpg [View same] [iqdb] [saucenao] [google] [report]

not sure if this is the right place to post this but what do you lot think of this?

>> No.4198482 [DELETED] 

What is this?

>> No.4198491 [DELETED] 

>not sure if this is the right place to post this
bullshit, you know full well it isn't. read the rules and get out.

>> No.4198492 [DELETED] 

An retro-style fps inspired by Quake and the like, but it actually good has it's own ideas. The first episode came out yesterday.

>> No.4198515

How far could a Doom randomizer mod be taken? Randomizing weapon/item spawns, randomizing enemy spawns, maybe even randomizing the order of levels? It'd certainly make replaying Doom into a new experience.

>> No.4198517

>How far could a Doom randomizer mod be taken?
well having seen some of them the answer is an emphatic "too far".

>> No.4198531 [DELETED] 

I've been following it for awhile and pre ordered it on steam, which gives you access to the first episode. I was only able to play a bit before work but I really enjoyed what I played, definitely scratches that fast paced Quake-like itch that other games like Strafe couldn't.

>> No.4198532

>Maybe if we'll put in everything ever it'll be fucking epic!
AoD was a mistake.

>> No.4198607

Blood looks awesome. How come I'm just now hearing about it?

>> No.4198612

It's pixely now, so a bigger monitor means more pixely, which means more pixels. Bigger monitor = more pixels. Everyone knows this

>> No.4198617 [DELETED] 

Has better mechanics than the rest of the "I'M RETRO LIKE QUACK GUYS!" games, but the design for weapons and monsters is all over the place.

>> No.4198639 [DELETED] 

Just finished ep 1, really like it. It's the only faux-90s shooter that actually feels like a 90s shooter without any proc gen bs.

Kind of disappointed you're only in the town for one level. Interested in the next episodes.

I feel like that for the weapons (hunting rifle, crossbow feel a little close, mortar isn't too useful) but the enemies? They seem pretty clear cut in theme and purpose to me.

>> No.4198645 [DELETED] 

>Dusk gameplay
>Strafe graphics
The perfect "nu-retro" FPS

>> No.4198652 [DELETED] 

There are worse things in the works, a fair few Doom/Heretic/Hexen "inspired" games that take their mapping cues from Wolf3D.

They look like ass.

>> No.4198659
File: 572 KB, 410x574, cyberpunk ECH.png [View same] [iqdb] [saucenao] [google] [report]


Oh man, I'm sorry, I don't know how I managed to do that. My brain is just fried this week.

Here's a re-re-upload of Syndicate:

Been following it, bought it to try ep 1 today. Really liked it.

>> No.4198662

It came out the time around Quake I think, and didn't have quite the same wide appeal as Duke Nukem 3D did.
It's also a really hard and challenging game, so that probably contributed.

It's really good though, the challenge seldom feels like the game is just bullshitting you.

>> No.4198665 [DELETED] 

>Strafe graphics
I fucking hated Strafe's graphics. It was just flavorless. Does it improve once you leave the Icarus?

I had issues with some of Dusk's animations but the art style is great I think the Fork Maidens are meant to hover like janky puppets.

>> No.4198671 [DELETED] 

>Does it improve once you leave the Icarus?
Not really, no.

>> No.4198672

>It's just not had any updates for ages so nobody really brings it up that much.
That and the creator is busy with Jupiter Hell anyway.

>> No.4198679
File: 260 KB, 1920x1417, 1496200901212.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4198681

Just finished Episode one of Ultimate Doom via DosBox. I noticed that at the end of Phobos Anomaly, shortly after you kill the 2 big red satyr knockoffs(which btw took me at least several tries to kill) the teleporter to Deimos that lies at the top of the switch activated stairs takes you to a very dark room filled with Mutant soldiers and Revenants. No matter how many you kill, you end up getting a message on a silver metallic background saying stuff about the lost Deimos base as well as "where's you fat reward?" You have to continue the game via going to New game and choosing another episode. Does this happen in original MS-DOS Doom and/or Final DDoom as well, or is it only a change made for Ultimate Doom? Yes I am a newbie.

>> No.4198682

> playing heretic with high noon drifter
> throw hat at golem
> punches it into my face
> does damage
term pls fix
or don't
or increase damage tenfold

>> No.4198684

is someone memeing again?

>> No.4198687

Yes, that's supposed to happen.

The implication is either that you're killed and your soul goes to hell, or that you teleported to Deimos, get ambushed, and get real fucked up, they thinking they killed you.

Don't think too much about why you have full health and all your stuff is missing in the next episode.

>> No.4198691

my meme senses are tingling too

>> No.4198693

Hat Pong mode.

>> No.4198712

It is a typo. You are correct.

>> No.4198749

I love that we get newbie players in here every so often.

It's pretty cool that wide eyed newbies are still coming to Doom nearly 25 years later.

This guy >>4198687 is right

Doom was released during PC gaming's "shareware" era, where teams would release up to 1/3 of a game for free. To make it easy, they'd split the episodes into 2-4 differently themed episodes. You start from scratch in every episode, and they usually involve a time lapse, long journey, or sudden change of circumstances.

>> No.4198785
File: 183 KB, 700x467, 1472255601106.png [View same] [iqdb] [saucenao] [google] [report]

>dream about making a map
>wake up
>can remember the map exactly
>realize it's fucking retarded

>> No.4198808
File: 224 KB, 607x562, unknown_1.png [View same] [iqdb] [saucenao] [google] [report]

>you kids wanna HUMP?
I'd be down with that if we kept >>4198262 suggestion in mind.

>> No.4198819

Honestly I'd rather have a Heretic HUMP.

>> No.4198829

Heretic really needs some gameplay mods desu, seems like there are very few and it might spark interest in the game.

>> No.4198830
File: 95 KB, 546x401, illshitpostathousandtimesbeforeiletthisthreaddie.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4198835

Heretic needs more love in general.

It's great fun, the episode 3 textures look great, and it's spent so much time in Doom's shadow that the monsters still feel really fresh to fight. Besides a few recent projects it's missed out on decades of evolving level design.

>> No.4198843

>monsters still feel really fresh to fight
Actually I think part of the issue is that this isn't the case. It's got like 4-5 separate melee monsters (not counting ghosts) and they're all exactly the same to fight except the gargoyles. Doom offered more variety and therefore more people mapped for it.

>> No.4198851


But that's not true... The Gargoyles and golems start out as melee enemies but evolve into ranged combattants in later levels (with the golem having the tricky homing attack, which is pretty cool, like a low threat revenant), only the sabreclaw is a pure melee fighter.

>> No.4198862
File: 189 KB, 1011x1200, perfection.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to cap the framerate of GZDoom at 60 without using V Sync? What is the command? V Sync makes shit too laggy and my screen has too much screen tear beyond 60hz.

>> No.4198878
File: 43 KB, 356x200, 200_s.gif [View same] [iqdb] [saucenao] [google] [report]

>notice a piece of level geometry that weirdly sticks out
>jump onto it and continue climbing, expecting a secret
>accidentally get into some inescapable place instead
Old quake level are fucking weird.

>> No.4198880

doom's gameplay simulation is literally a long list of every single creature, item, etc in the level, along with every sector that moves, every door, every blinking light, etc, all of which have a data structure called a "thinker." the game code loops over this long list one by one, and for each thinker it decides what if anything it needs to do, adds or removes other thinkers from the list as needed, and even modifies other thinkers in place - which is especially important since one thinker can modify another thinker down the list or even up the list. every doom source port ever made maintains this basic structure. by design it all has to be done in order on a single thread. to make it multithreaded you would have to rearchitect everything about it and make some new decisions about what you were willing to change / give up about the quirks of doom's gameplay in order to accomodate a multithreaded nature

>> No.4198917
File: 231 KB, 1280x1024, Screenshot_Doom_20170818_134104.png [View same] [iqdb] [saucenao] [google] [report]

Ooo, useful details. Thanks lads.

the diffrence is specters are going to be inside of a really dark cramped labrynth, whereas the baron will likely be right off the hop behind the player, need to find a way to constantly dog them down.

more work since last night it's a low-health-start specter maze, from e2m1's damage-exit.

>> No.4198918
File: 128 KB, 1280x1024, Screenshot_Doom_20170818_134139.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4198927

>map was actually kinda interesting
>too shitty at mapping to recreate it

>> No.4198934
File: 132 KB, 1280x1024, Screenshot_Doom_20170818_134147.png [View same] [iqdb] [saucenao] [google] [report]

Happens to me literally all the time.

>> No.4198940

>It's got like 4-5 separate melee monsters
What? Golems, gargoyles and sabreclaws, but even then first and second one are almost completely replaced with fire gargoyles/nitro golems later, and everything else is either hybrid or shooty only.

>> No.4198958
File: 2.95 MB, 320x240, sarE2M1v.webm [View same] [iqdb] [saucenao] [google] [report]

all right just played this. an entertaining 10 minutes. played it twice for the following reason:

bug: it's broken in vanilla compatibility. the blue key fails to lower, so i had to switch to boom compatibility. at least then i was able to finish the map.

there are many distractions that look like pressable objects but do nothing, like all those eyes on the pillars. okay that's my fault for trying to press everything that looks pressable, but, on the other hand, the things you are actually meant to interact with are hard to notice under the clutter. that is bad, obviously.

- i did not spot the switch on the side of the blue diamond thing, only activated it by accident; it looks more like you're meant to stand on the blue diamond to activate something, but doing so does nothing. so i was going around pressing the use key randomly.

- it is also non-obvious that you're meant to just press on the pink wall in front of the red door to lower it, it looks like you're meant to find a way to raise a platform in front and i spent too much time running around looking for a switch after getting the red key.

oh and do try to work on more interconnection between areas to avoid the sense of disjoint separate rooms. i think the way you map is room-at-a-time, you make a new separate area, detail it until there's no more bare space, then create the next area, until done. making a map that is a cohesive whole (as far as that is possible, of course; beyond a certain distance, areas will have little influence on other) is preferable.


vanilla, stops at blue key room

boom, exits successfully

>> No.4198960
File: 2.99 MB, 320x240, sarE2M1b.webm [View same] [iqdb] [saucenao] [google] [report]

(that was the vanilla recording. this is the successful exit)

>> No.4198968

I've sometimes wondered what the quality of levels back then would have been like if they had tools like Trenchbroom and JACK instead of Radiant and Worldcraft, and at what level Quake maps would be at now.

>> No.4199025

You could definitely multithread this by using a transaction system and a bunch of mutexes. It's just that the actual gains from it would only be seen under very high stress.

>> No.4199035
File: 236 KB, 694x872, Side Crushers.png [View same] [iqdb] [saucenao] [google] [report]

Sounds cool. We could do a mixed double whammy - both Hexen and Heretic, seeing as they both start with H. Heretic mappers make a map, Hexen mappers make a small hub.

Or we could just do heretic, would be a cool way to encourage making some Heretic maps.

Then some other time we can do uHmp - and have all that fun learning ACS and polyobjects. It really does get fun once you get into the swing of things...

>> No.4199045

In what format should Heretic maps be? GZDoom offers a couple.

>> No.4199048

What format UDMF?
Might be fun to allow custom decorate and scripting too if you go UDMF. A little bit of ACS and you can make the enemies change health and damage depending, so it would be compatible with pretty much anything (gameplay wise, I mean.)

>> No.4199056

>swing of things
har har

>> No.4199058

Yeah I guess UDMF. I've never mapped for Heretic, although I've done a shit ton with Hexen. Opening up a Heretic map, I'm pretty keen to try it out.
I used GZDoom : Heretic (UDMF) as the format, not sure if that is the best one or how compatible it is with things... can anyone advise? or should we use Heretic: Heretic (doom format) ? there is also a zdoom and zandronum format but I don't think those will be what we're looking for.

I'd be happy to allow any kinds of DECORATE or ACS scripting, always fun to mix things up

>> No.4199065

Would UDMF allow to break out of the episodic structure? It certainly would allow for some flexible skybox usage.

>> No.4199069

udmf is just a map format
but presumably you can change the episodic structure with (z)mapinfo

>> No.4199070

well, i'd imagine all of them are actually pasty nerds who can't really do anything, so

>> No.4199073

I can do 1/2/2.5/4
fite me nerd

>> No.4199078

i can do 20/20

>> No.4199081

yeah maybe when youre wearing your nerd glasses

>> No.4199085

r u d e

>> No.4199092


Most, if not all of the rooms were already done before detailing- some of the clutterworks are also in part workarounds for visplane issue.

I have no idea why the blue key would misbehave.

wasn't aware of the blue diamond looking like a stand-on. I'll rotate the assembly.

The eye switches I like in of themselves. both for switches and decoration. I don't know which would be the most prime means of discerning the two between decoration and switch. (same with liquid floors, need good indicators of when it damages and doesn't- as they WILL vary on both accounts.

interconnection+layout was the major thing here so don't anticipate it to get much better. bur i'll see what i can do with e1m3

>> No.4199109

This action that you've used to lower the key, in vanilla, can't do what it does if there're stuck monsters in sectors you're trying to lower. I believe Boom & derivatives 'fixed' this behavior long time ago.

>> No.4199123

thanks for saving me typing this out.

there doesn't seem to be a page on the wiki about it, but the wiki's bug pages often don't have the most helpful names when you're trying to find a specific bug

>> No.4199124

to clarify, i think the eyes are fine, i just think you need to make it a lot more obvious that the way up to the red door is a pressable lift.

>> No.4199142

>the way up to the red door is a pressable lift
make it build a staircase on approach! stair builders are always great.

>> No.4199169

I'm trying to make a map in Doom and I'm trying to find a certain texture. It's the skin/tech one with wires and pipes going into it.

>> No.4199170
File: 220 KB, 358x376, desperate and tired exasperation.png [View same] [iqdb] [saucenao] [google] [report]

>change viewheight in mod I'm working on so you're face to face with the enemies
>go play some vanilla
>feel like a fucking hobbit now

>> No.4199178
File: 314 KB, 1280x1024, Screenshot_Doom_20170818_170348.png [View same] [iqdb] [saucenao] [google] [report]

Ahh, that would explain it.

I too. I just figured it would give itself away mayhaps. I added a switch beside it though, so both it and the switch are usable. I'll think of more ways to make it clear. Maybe a Spine texture? (doesn't the automap highlight usable sectors/lines?)

Ah shit! I keep forgetting about the stair-builder func.

Have another screen of specter labyrinth.

Loadout/progression looks like so:

e2m1: Berserk only, All monsters except zombiemen and Bosses. Intended to be a direct continuation to E1M8- hence the Icon Pad.

E2M2: Chainsaw added, Pistol Zombiemen and Specters only. Possible end-of-map shotgunner. Underground caverns and minor techbase, with some Marble. Main threat is the patches of Lava, plus the specters in really dark places.

E2M3: Unknown, likely to add a single shotgunner.

E2M4: All basic mooks, Chaingun added.

E2M5: All basic enemies (Yourself included, this is a Voodoo Map) Cyberdemon Tease. Adds rocket launcher for Voodoo doll manipulation- which will be the gimmick of the map: no keys, but there's minimal switches, pressure-plates and Voodoo Lines. Secret Exit is a death-exit, meaning you need to kill your voodoo into the secret.

E2M9 : Unknown theme yet. Bonus level, sparse enemies but loads of goodies. Plasma rifle obtainable early here.

E2M6: Unknown.

E2M7: Unknown.

E2M8: see E2M8.wad of mine, Will redesign/remake based off of this..


Also, sunder is one of my main points of inspiration.

And sure, Carpet demons. Right on it.

(Is there a way to change some musics, map names, and general details for vanilla? Music is probably as simple as replacing the "D_" file)

>> No.4199182

SKINTEK1, SKINTEK2? although, they're only in doom.wad, not doom2.wad, that's probably why you can't find them.

>> No.4199201

>(Is there a way to change some musics, map names, and general details for vanilla? Music is probably as simple as replacing the "D_" file)

music is indeed simply a case of replacing the appropriate D_E2M* lump with a midi. the intermission screen titles are graphics named WILV* so you need to generate them from a suitable font. and the automap names can be replaced with a suitable dehacked patch. most source ports support loading dehacked patches from wads, and in those cases the patches will support the easier-to-edit Boom extended patch syntax, but chocolate-doom obviously doesn't.

>> No.4199203
File: 344 KB, 1223x773, upload_2017-3-3_17-59-0.png [View same] [iqdb] [saucenao] [google] [report]

If it is the skin ones at the top left then yes, that's the one I need.

>> No.4199207
File: 10 KB, 279x95, 1503091082.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4199212

That's one of the best textures. Mix it in with some Redwall1. Gorgeous.

>> No.4199219

Perfect, thanks guys.

>> No.4199236

What is a good texture pack that has lots of hell stuff? I was going to use cc4 but most of it is techbase

>> No.4199237 [SPOILER] 
File: 2 KB, 284x21, 1503091967115.png [View same] [iqdb] [saucenao] [google] [report]

>the intermission screen titles are graphics named WILV* so you need to generate them from a suitable font
I made him one that should do for all his maps.

>> No.4199286
File: 2.94 MB, 1280x720, out.webm [View same] [iqdb] [saucenao] [google] [report]

My first level in Doom Builder, what do you think?

>> No.4199304

needs more startan

>> No.4199307

looks like one of linguica's meme hack maps

>> No.4199315
File: 1 KB, 62x62, b1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4199323

Just stick to the right walls until you reach the exit.

>> No.4199324


>> No.4199327
File: 21 KB, 317x267, DAAHAHAHAHHAHAHAH OH GOD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4199332

I miss the old 3D maze screensaver.

>> No.4199340

I made a map for 300 minutes /vr/

It's in vanilla format


Name of the map is "Moonlit Harbor"

By - A2Rob

>> No.4199350

oh yeah i forgot, the midi used is from Deus Vult II

>> No.4199358

sometimes i wish the fighter from hexen had a more complex move set

>> No.4199364

> lower viewheight
> not higher to match eye-level of sprite

>> No.4199365

play hexercise

>> No.4199367


Have you played Hexercise?

>> No.4199369
File: 116 KB, 640x480, 1503095923.png [View same] [iqdb] [saucenao] [google] [report]

this looks good, you must have some experience already

>> No.4199370

oh, that seems good

though i was thinking more of something like a combo system or something

>> No.4199371


Oh, yeah. That would've been cool to have.

>> No.4199372

Do any of you guys play with 60hz monitors? If so do you experience a lot of screen tearing in ZDoom etc since they run at well past 60fps? Do you just ignore it? I hate that shit. V sync causes too much input lag to use.

>> No.4199375

that's what he means

he raised the view height to eye level, and now in vanilla he feels small since vanilla camera height is in the player's chest

>> No.4199386


Sounds like a great deal of additional work- and of things I'm a bit unfamiliar with. Midis are a pain to obtain. I'll worry about it next time I do something like this. I'll leave it as-is and probably amend something with a textfile.

Partially because I'm a blithering idiot, partly because I need to track all that stuff down, and partly because of straight up incompetence.
Also, doing all of this with only one lense is a pain.

it's also time better spent on the maps themselves.

>> No.4199387


I finally made a map for the project. It's called Subterranean Hideout. Music is "Upstate Devil" by alfonzo, it can be found here: http://alfonzo.the-powerhouse.net/

>> No.4199389
File: 19 KB, 683x536, ranger's fucking invisible.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4199391

>fuck this
>not FHUUHK this

>> No.4199402

01 - 300minsconceptign.wad - - SARAIS
02 - crashsite.wad - CRASH SITE - HEXENMAPPER
03 - 300vr_anon.wad - -
04 - Bay54.wad - BAY 54 - RED
05 - Gravelandvanilla2.wad - GRAVELAND - AXEBEARD
06 - bre_300vr_a.wad - SUPREME WEBBED COURT - BREEZEEP
07 - MtHeck.wad - MT. HECK - SKELLY
09 - BlueSanctuary.wad - BLUE SANCTUARY - HEBRIDEAN ISLE
10 - 300mfaggot.wad - PERFECT FAGGOT - FAGGOT
11 - syndicate.wad - SYNDICATE - ROLO
12 - toomb.wad - TOOMB - HEXENMAPPER
13 - 300min-amok.wad - COLLIDER - AMOK
14 - faggotbeneath.wad - FAGGOT BENEATH - FAGGOT
16 - donutcurse300vr.wad - CURSE OF THE DONUTS - TURRET49
17 - MoonlitHarbor.wad - MOONLIT HARBOR - A2ROB
18 - SubterraneanHideout.wad - SUBTERRANEAN HIDEOUT - 300 MANAGER

cool that's 18 maps then i guess?

also can you remind me exactly when the deadline is? all i know is "sunday", when exactly on sunday? oh, and do you want any help with compiling the wad? i've been putting the maps into the 200minvr build system, which still works.

>> No.4199406

shamblers get out

>> No.4199412
File: 84 KB, 900x750, GL_TEXTUREMODE GL_NEAREST.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4199416

shamblers are cute tho

>> No.4199418

18 is pretty good for a speedmap compilation.

Do we make Map 19 just a small credit map?
Like there's no exit or monsters, a calm track, just a large, calm and nice area featuring slabs with credits written on them (maybe embossed green text on a gray marble backdrop, or the classic red font against bricks), finally with a 'Thank You For Playing' sign hovering in the air.

>> No.4199425

Thanks for keeping track of the releases so far, anon.

>also can you remind me exactly when the deadline is? all i know is "sunday", when exactly on sunday?
I guess I could've been more specific with the deadline; no submissions past sunday in whatever timezone you happen to be in.

>do you want any help with compiling the wad?
You can help by thinking of an order for the maps to go in for the completed wad. I'm going to try and order them based on theme (base, outdoors, then hell) and difficulty (easy maps before harder maps) and a second opinion would definitely help.

>> No.4199438

thanks for the clarification and i will get back to you on the map order.

>> No.4199450
File: 83 KB, 625x701, e2mcantseeshitson.png [View same] [iqdb] [saucenao] [google] [report]

current layout y/n? might have too many rooms

>> No.4199458


rate my quake speedrun guys

>> No.4199462


>> No.4199465
File: 1 KB, 52x60, 1493027806081.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4199475

what the fuck you mean I missed a secret?

>> No.4199478

that looks all right. the lower right area is good because it's not quite a bunch of small rooms but not just one large open coverless room either, you have interior walls to duck behind and lure the monsters around and such. this makes for a better layout. might like to have a second way out of the dead end on the far right, unless it doesn't make sense to do so (like, say, if there's a key there and you have to get in and then traps go off and you have to get back out). on the other hand i'm not crazy about how mercilessly dark it is.

>> No.4199482

>no axe TING

>> No.4199485
File: 78 KB, 625x701, e2mcantseeshitson.png [View same] [iqdb] [saucenao] [google] [report]

>far right
Wait, the tentacle one or am i mistaking it for something else?

>> No.4199505
File: 7 KB, 48x67, IDTHINK.png [View same] [iqdb] [saucenao] [google] [report]

I need more Doomguy faces. They make great emotes, even the defaults.

>> No.4199524

Any decent wad with bows?

>> No.4199526

Nocturne in Yellow

>> No.4199530

High Noon Drifter, the Ghouls series, and Nocturne in Yellow are the only ones I can think of that use bows.

>> No.4199546

Damn, the mod looks interesting but the cartoon shit is really off-putting.

I remember seeing this WAD with a "nordic" name that was supposedly viking themed but it wasn't ready at that time and it had bows and shit.
Anybody knows the name?

>> No.4199550

that's REKKR, a standalone IWAD for vanilla

>> No.4199559

Heretical Doom has it's version of the Heretic Crossbow.

>> No.4199563

Thanks. Is it downloadable now though? I can't find any links.

>> No.4199567


REKKR, and no, it's not downloadable yet.

>> No.4199572

Shit I was reading that right now as well. Holy fuck it looks good, I hope it'll be available by the end of the year.

>> No.4199638
File: 4 KB, 78x246, lol i dont know what he means.png [View same] [iqdb] [saucenao] [google] [report]


This one? It's a secret

>> No.4199640
File: 208 KB, 800x600, Screenshot_Doom_20170819_033547.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes I find myself thinking, "Inferno had the least fun maps", but I don't know why, because I play it and Slough Of Despair is wonderful, and it's followed by Pandemonium.

Anyway, when reloading, the end sequence shows the pumping up at the side, like the classic animations.
If you interrupt the reloading, the shotgun is lowered and the centered pumping animation plays instead, implying hurry and readiness.

Also playing around a lot with skies.

>> No.4199649

>that sky
love it

speaking of skies, how do you do shjit like in ZPack's z1m3 around the missile area; ae: a roof above a sector but isn't actually there and doesn't clutter up the sectors/linedefs/3d floors. is that the "3d floor" sector effect combined with pickers and viewpoints?

ah well, too late to become part of a major project like that or ZDCMP3

>> No.4199657

For those of you who draw/rip shit: how do you make objects look less like cardboards?
Just shadows or do you have some photoshop trick to share?

>> No.4199667
File: 36 KB, 667x464, add subtract.png [View same] [iqdb] [saucenao] [google] [report]

I kind of just use multiple selection marquee (pic related, one of the most valuable tools for spriting, IMO) and do all kinds of shit with light levels, contrast, saturation/coloration, and cut and paste stuff, all to 'micromanage' pixels and shit, to get gradients and shapes and stuff *just right*. It's a bit time consuming, and if I knew how to paint/draw for real, I might be able to do better, but I'm stuck in my spergy ways and what I do now is frankly a million times faster than any of my old methods with MS Paint.

Blending can be good too, but is a bit more situational.

>> No.4199698
File: 27 KB, 512x512, 1494079200140.png [View same] [iqdb] [saucenao] [google] [report]

>20% of the map is fully detailed, lit, texture-aligned and has working entities
>30% is blocked out or using dev textures
>haven't even built the other 50% yet
how do is top doing this shit

>> No.4199710

80% smaller maps

>> No.4199716

got some porn

>> No.4199725
File: 198 KB, 440x440, brach.png [View same] [iqdb] [saucenao] [google] [report]

>Page 9

Shit, working on a new thread.

>> No.4199737

Link? Interested in how to make that wall raising up effect.

>> No.4199738

Here we go, hope I didn't miss anything.


>> No.4199938

Necrosis (hexen mod/mapset) has at least one class with a bow.
damn good Hexen mapset too

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